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		<id>https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=234525</id>
		<title>Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=234525"/>
		<updated>2017-12-30T14:51:03Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: Added brewer input stockpile helper page which helps setup the brewery input stockpile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:04, 26 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work.]]&lt;br /&gt;
'''Alcohol''' is the favored drink of the [[Dwarf|dwarves]]; a dwarf will drink booze an average of five times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly (&amp;quot;has been tired of drinking the same old booze lately&amp;quot;). Every dwarf likewise has [[preferences]] for various types of drinks, starting hidden and then appearing as each type of drink becomes known to your fortress. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Most of the [[crop|plants]] in the game can be turned into drink, and thus most drink is sourced from dwarven [[farming]], both indoor and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic mead, the only form of drink that is not derived from plants.&lt;br /&gt;
&lt;br /&gt;
The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well stocked. To brew a drink a dwarf will need an empty watertight container of some kind (either a [[barrel]] or a [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dwarven thirst is constrained by the important {{token|ALCOHOL_DEPENDENT}} [[creature token]], which causes them to suffer severe performance penalties when deprived of alcohol. &amp;quot;Dry&amp;quot; dwarves increasingly lose [[gait|walking speed]] and [[Combat#Attack_Speed|attack speed]]. Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown.&lt;br /&gt;
&lt;br /&gt;
While dwarves rely on alcohol from the moment they are born, creatures of ''any'' race who are exposed to enough combat to become fully hardened (&amp;quot;doesn't really care about anything anymore&amp;quot;) will also become alcoholics. All creatures can theoretically survive drinking nothing but alcohol for their entire lives, though they may be subject to [[#Alcohol poisoning|alcohol poisoning]] due to not having the same tolerance level as dwarves. Neither dwarves nor any race of creature will accept to drink alcohol if resting in a [[hospital]], and must instead be given fresh water until they recover.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]] dwarves are just as alcohol-dependent as the mortal kind. Despite this, in Fortress Mode, they will only ever drink [[blood]], ensuring they eventually suffer withdrawal even if your pantry is stocked to the brim with every beverage imaginable.&lt;br /&gt;
&lt;br /&gt;
Setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
Alcohol, like all other liquids, does not have a quality modifier. The level of happy [[thought]] generated by drinking a [[preferences|preferred]] alcohol is dependent upon the value of the entire stack of alcohol.{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
&lt;br /&gt;
Dwarves prefer drinking alcohol out of a [[Finished goods#Goblets|mug, cup, or goblet]] and will receive an unhappy [[thought]] for drinking alcohol without one of the three. These may be placed in [[coffer]]s in designated [[tavern]]s.  Visitors will drink alcohol too.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
=== Alcohol poisoning ===&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
Over-consumption of alcohol can lead to harmful syndromes, progressing to inebriation, unconsciousness, and death. Each species has its own tolerance level (dwarves being higher than average) and each individual will consume more or less according to their [[need]] to drink. Mysterious deaths in your taverns are most likely cases of acute alcohol poisoning. Note that the lethal effects of alcohol poisoning is caused by impairing the function of a creature's lungs, making creatures that lack lungs, or the need to breathe, immune to death from alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Source&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;44&amp;quot; style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Muck root]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bloated tuber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Beet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beetroot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Wild carrot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Carrot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cassava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cassava Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Parsnip]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Parsnip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Potato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Potato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Radish]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Radish Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet potato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sweet Potato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Turnip]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turnip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Single-grain wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Single-grain Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Two-grain wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Two-grain Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Soft wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Soft Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Hard wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hard Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Spelt]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spelt Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Barley]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Barley Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Buckwheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckwheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rye]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rye Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sorghum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sorghum Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rice]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rice Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Maize]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Maize Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Quinoa]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Quinoa Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Kaniwa]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Kaniwa Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pendant amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pendant Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blood amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blood Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Purple amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Purple Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pearl millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pearl Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[White millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|White Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Finger millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Finger Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Foxtail millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Foxtail Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fonio]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fonio Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Teff]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Teff Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Apple Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;32&amp;quot; style=&amp;quot;border:1px #AAA solid;padding:0.2em;background-color:#fcc&amp;quot;|Fruit-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Apricot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Apricot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Banana]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Banana Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bayberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bayberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Carambola]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Carambola Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cherry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cherry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Custard-apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Custard Apple Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Date]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Date Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Durian]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Durian Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Guava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Guava Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Lychee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Lychee Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Mango]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mango Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Papaya]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Papaya Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Peach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Peach Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Perry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Persimmon]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Persimmon Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plum Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pomegranate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pomegranate Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rambutan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rambutan Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sand pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sand Pear Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Artichoke]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Artichoke Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Tomato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tomato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Tomatillo]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tomatillo Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Passion fruit]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Passion Fruit Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Grape]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cranberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cranberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bilberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bilberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blueberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blueberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blackberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blackberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Raspberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Raspberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pineapple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pineapple Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Strawberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Honey]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;background-color:#dddddd&amp;quot;|Animal-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Thirst]]&lt;br /&gt;
* [[Crop]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Beekeeping industry]]&lt;br /&gt;
* [[DF2014:Alcohol plant stockpile|Brewery input stockpile helper page]]&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alcohol_plant_stockpile&amp;diff=234524</id>
		<title>Alcohol plant stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alcohol_plant_stockpile&amp;diff=234524"/>
		<updated>2017-12-30T14:47:53Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: Created page with &amp;quot;This is a helper page, to help setup a brewery plant input stockpile. It has the same list as the df2014:Alcohol page, but it's ordered to make stockpile setup easier.  ;p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a helper page, to help setup a brewery plant input stockpile.&lt;br /&gt;
It has the same list as the [[df2014:Alcohol]] page, but it's ordered to make stockpile setup easier.&lt;br /&gt;
&lt;br /&gt;
;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
;padding:0.2em; background-color:#fcc&amp;quot;|Plant-based&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;width:200px;&amp;quot;|Stockpile middle menu&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Stockpile name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant name&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Single-grain wheat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Single-grain wheat]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Two-grain wheat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Two-grain wheat]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Soft wheat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Soft wheat]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hard wheat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Hard wheat]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spelt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Spelt]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Barley&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Barley]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckwheat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Buckwheat]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rye&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rye]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sorghum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sorghum]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rice Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rice]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Maize Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Maize]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Quinoa&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Quinoa]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Kaniwa&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Kaniwa]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pendant Amaranth&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pendant amaranth]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blood Amaranth&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blood amaranth]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Purple Amaranth&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Purple amaranth]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pearl Millet Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pearl millet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|White Millet Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[White millet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Finger Millet Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Finger millet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Foxtail Millet Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Foxtail millet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fonio Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fonio]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Teff Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Teff]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beet Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Beet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Wild Carrot Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Wild carrot]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cassava&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cassava]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Parsnip Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Parsnip]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Potato Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Potato]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Radish Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Radish]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sweet Potato Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet potato]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tomato Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Tomato]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turnip Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Turnip]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Passion Fruit Vine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Passion fruit]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Grape Vine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Grape]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cranberry Vine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cranberry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bilberry Bush&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bilberry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blueberry Bush&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blueberry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blackberry Bush&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blackberry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Raspberry Bush&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Raspberry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pineapple Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pineapple]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plump Helmet&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plump helmet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pig tail&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pig tail]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cave Wheat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave wheat]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sweet Pod&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet pod]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Muck Root&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Muck root]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bloated Tuber&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bloated tuber]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Prickle berry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Plant&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Strawberry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Grass&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Longland grass]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rat Weed&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat weed]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fisher berry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rope Reed&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Silver Barb&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[DF2014:Sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sun Berry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Vine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Whip vine]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Artichoke Heart&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Artichoke]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Grape&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Grape]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Banana&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Banana]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Carambola&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Carambola]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Durian&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Durian]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Guava&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Guava]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Papaya&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Papaya]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Custard-apple&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Custard-apple]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Date&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Date]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Lychee&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Lychee]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Apple&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Apple]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Apricot&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Apricot]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|bayberry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[bayberry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cherry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cherry]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Peach&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Peach]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pear&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pear]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Persimmon&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Persimmon]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plum]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sand Pear&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sand pear]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#fcc&amp;quot;|Fruit/Leaves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mango&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Mango]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Screw_pump&amp;diff=166765</id>
		<title>v0.34:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Screw_pump&amp;diff=166765"/>
		<updated>2012-03-10T15:57:28Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:05, 26 April 2011 (UTC)}}&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Trap component#Enormous corkscrew|Enormous corkscrew]]&lt;br /&gt;
* [[Pipe section]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[building]] that can lift liquids ([[water]] or [[magma]]) from one level below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
[[Water#Salt Water|Salt water]] pumped through a pump will desalinate and become drinkable, but only if the cistern has never contained salty water. [[Water#Stagnant Water|Stagnant water]] pumped through a pump will become clean, letting dwarves drink it without getting an unhappy [[thought]] and letting [[doctor]]s clean [[wound]]s without causing an [[Health care#Infection|infection]].  As with desalination, this only works if the cistern has never contained stagnant water.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[Trap component#Enormous corkscrew|enormous corkscrew]], a [[block]], and a [[pipe section]]. The construction itself is completed in two stages. First a dwarf with the [[architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be [[carpentry]], [[metalsmithing]], or [[masonry]], depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
To select pump, use keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|m}}, {{k|k}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.&lt;br /&gt;
&lt;br /&gt;
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw pump#Pump Stack|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the [[pump operator]] stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&lt;br /&gt;
The example shown in the infobox above &amp;quot;pumps from the north&amp;quot; (top) to the south (bottom).  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a [[grate]], floor [[bars]], or a [[construction|constructed]] [[fortification]] on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built between wall segments to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[gear assembly]] linked to a [[lever]] to disconnect the [[power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s); no [[axle]] or [[mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* Dwarves operating pumps do '''NOT''' generate power. Thus, one cannot use a single [[pump operator]] to power an entire pump stack.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[lever]] or [[pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[Pressure]])&lt;br /&gt;
* In order to safely pump magma, you must use [[magma-safe]] materials, though magma-unsafe metals have been observed to be safe unless the open tile is going to be submerged in magma. Wooden parts (except for [[nether-cap]]s) will burst into flames the instant the pump is activated, and magma-unsafe stone [[block]]s melt after a short time. Despite the requirement for magma-safe materials, the exterior of the pump does not heat up, and dwarves do not mind operating a magma pump directly.&lt;br /&gt;
* Magma, which normally has no pressure, will behave as though pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* The liquid in a pump's intake tile must have a depth of at least 2/7 for the pump to be able to remove any amount of liquid from it.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (e.g. cave-in, magma cooling into obsidian, or a sapling maturing into a [[tree]]) the pump will still run but not pump any fluid.&lt;br /&gt;
* Water cannot flow trough trees. This is true, if there's a one title wide channel with a tree in the middle.&lt;br /&gt;
* If a pump's output tile contains magma and the pump is pumping water or vice versa, the output tile will be turned into [[obsidian]].&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the impassable tile of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the pump's z-level further down the line (where you were planning your magma forges, for example.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack.''']]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer.''']]&lt;br /&gt;
[[File:Pumpstack.gif|thumb|right|'''Animation showing the general construction using an isometric projection.''']]&lt;br /&gt;
&lt;br /&gt;
A Pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-[[magma-safe]] parts can cause an entire magma pump stack to spontaneously disassemble.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level (often the [[magma sea]]) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative [[waterfall]] (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.  &lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
As an alternative to a large reservoir, it is also possible to combine a [[Dwarven Atom Smasher]] with the top layer of the Pump Stack to create a &amp;quot;vacuum cleaner&amp;quot; of sorts.&lt;br /&gt;
&lt;br /&gt;
====Tips====&lt;br /&gt;
&lt;br /&gt;
* Ramps can be used in place of channeling. Liquids will transmit through ramps, unlike stairs, and when pumps are constructed they annihilate the ramp they're built on much as walls do. Power will still be transmitted, so they don't need to be removed by miners prior to pump construction. Ramps make it virtually impossible to strand your miners and allow the stack to be dug out using only access doorways on the intake side of the pump, so no construction or doors are later needed to eliminate leaks. A pump stack can be very rapidly carved out with this method as even if a miner/builder is trapped on the containment side of a pump, they can walk up the ramp to the intake side of the pump above and walk out.&lt;br /&gt;
* Power can be transmitted to the stack by channeling out the tile directly above the intake (light) tile of the topmost pump and mounting a gear assembly. If the gear assembly is supported by an adjacent gear assembly or horizontal axle on a stable floor (be careful to not have that adjacent gear assembly disengage via lever), this will allow the stack to hang from the gear assembly. If a lower pump needs to be removed, or should self-destruct, the problem of the entire pump stack disassembling described above is eliminated. Further, if the supported gear assembly is built first, the pump stack can be built both from the top and bottom simultaneously, halving construction time, assuming that sufficient attention is paid to make sure that the pumps will align with the proper orientation when the two partial stacks meet. Properly channeling/ramping out the stack should ensure this.&lt;br /&gt;
* When pumping water, make sure all tiles on the containment side of the stack are covered with a [[construction|constructed]] floor or [[fortification]] to prevent subterranean trees from growing and blocking flow of the stack. Fortifications have the added advantage that, when used with water, they will never become muddy.&lt;br /&gt;
* When using pumps to empty a large body of liquid, make sure that the pump output is properly isolated from the intake, otherwise the liquid can flow backwards into the pump's walkable tile and cause problems (such as flushing the dwarf operating it into the body of liquid being drained).&lt;br /&gt;
&lt;br /&gt;
===Improved Magma Pump Stack===&lt;br /&gt;
&lt;br /&gt;
Because a pump stack pumping magma is known to cause significant [[Maximizing_framerate|lag]], a [http://www.bay12forums.com/smf/index.php?topic=72296.0 new type of pump stack] was developed by [http://www.bay12forums.com/smf/index.php?action=profile;u=19835 NecroRebel] that causes a much smaller drop in [[FPS]].  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer hypothesizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no improvement for water pumps.&lt;br /&gt;
&lt;br /&gt;
====Newer Magma Pump Breakthroughs====&lt;br /&gt;
&lt;br /&gt;
Newer breakthroughs in magma pump design has since made the 3x3 reservoir design obsolete.&lt;br /&gt;
NecroRebel has tested a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1772802#msg1772802 1x3 head-over-tail variation] (which is very similar to [[Screw_pump#Pump_stack|the typical 1 by 1 pump stack]]) as well as a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1795907#msg1795907 2x3 head-over-head variation]. Both of these new designs require less space and work as effective as his original 3x3 reservoir head-over-head design, with no significant drop in FPS. The 1x3 head-over-tail design has the advantages of requiring the least amount of space and being simple to refit from the standard 1 by 1 water pump stack.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Lever&amp;diff=166723</id>
		<title>v0.34:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Lever&amp;diff=166723"/>
		<updated>2012-03-09T23:07:59Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Labeling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:05, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''lever''' is a building constructed from one [[mechanism]] on an empty tile. Once in place, it can be linked to one or more devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to control these other devices remotely. Order the lever to be pulled through its {{k|q}} menu. A free dwarf will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in [[fun]]. Levers also make good furniture choices when constructed with high-quality mechanisms.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much [[fun]], a pressure plate may be a better choice. There is more information on trap design [[trap design|here]].&lt;br /&gt;
&lt;br /&gt;
==Activation of the devices==&lt;br /&gt;
When a lever is pulled, the connected device(s) activates. What happens during activation depends on the linked device:&lt;br /&gt;
&lt;br /&gt;
* [[Door]]s and [[Hatch]]es open and close.&lt;br /&gt;
* [[Support]]s collapse, potentially causing a cave-in (pulling the lever again won't re-assemble the support, cave-in or not).&lt;br /&gt;
* [[Bridge]]s raise and lower, or retract and extend, depending on the type of bridge.&lt;br /&gt;
* [[Floodgate]]s open and close.&lt;br /&gt;
* [[Gear assembly|Gear assemblies]] toggle between engaged and disengaged (disengaged assemblies can't support other machinery).&lt;br /&gt;
* [[Restraint]]s release the creature assigned to them (leaving the restraint attached to the creature and, at present, unrecoverable).&lt;br /&gt;
* [[Cage]]s are deconstructed, releasing their occupants (needless to say, this is irreversible!)&lt;br /&gt;
* [[Spike]]s raise and lower.&lt;br /&gt;
&lt;br /&gt;
Different objects take different amounts of time to respond to activation; generally this is only a brief pause but it can be enough for a charging [[goblin]] to cover more than a few tiles.&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
One [[mechanism]] is required to construct a lever, and then two more are required to '''link''' the lever with a device. The link is made by selecting the lever with {{k|q}}, choosing the type of object you want to link the lever to, and then using {{k|-}} and {{k|+}} to choose the particular object. The list is chronological by order of construction, most recently designated last, and the map will recenter on each object as you scroll through the list.&lt;br /&gt;
&lt;br /&gt;
Then you can choose what specific mechanisms you want to use to connect the device to the lever. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism you choose is for the device end, the second for the lever end. This is important when working with [[magma]].&lt;br /&gt;
&lt;br /&gt;
A lever can be linked to any number of objects, and each object can have any number of levers controlling it.&lt;br /&gt;
&lt;br /&gt;
There is no way to de-link an object without disassembling either object or lever {{verify}}. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow to reuse them - keep your permanent and one-time linkages to separate levers.&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
In the unusual case that a device receives both an on and an off trigger in the exact same tick, the device will change states-- an open device will close, and a closed device will open.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;step&amp;quot; is not a step that a dwarf makes, and not based on [[Frames per second|FPS]].  It's one &amp;quot;step&amp;quot; that the game advances.  When paused (via {{k|spacebar}} ), you can manually advance the game &amp;quot;1 step&amp;quot; by hitting the period ( {{k|.}} ) key.&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] – Activates 100 steps after being triggered&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] – Activates instantly. Note that once you connect a door, it is either completely open or sealed shut. There is no &amp;quot;''closed, but can be opened by a dwarf''&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] –  Activates 100 steps after being triggered. &lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch]] – Activates instantly.  Note that, like doors, once you connect a hatch, it is either completely open or sealed shut.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]] – Activates 40 steps after being triggered.&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] – Activates instantly. When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever until you deconstruct the lever itself.&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever until deconstructing the lever itself.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s. The support's building material and its attached mechanism can both be recovered (unless they happen to get destroyed in said cave-in).&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely [[fun]]. Using the [[note]] function is the most foolproof way of labeling levers; color-coding of levers can give some indication too.&lt;br /&gt;
&lt;br /&gt;
However, it is possible to ascertain whether or not a building has been linked to a lever by finding the building under {{k|R}} &amp;quot;View Rooms/Buildings&amp;quot; and then selecting {{k|t}} &amp;quot;Zoom to building items&amp;quot;.  A device that is actuated by a lever not only lists the components of the building but will also include a mechanism item.  Viewing the lever itself this way will display one mechanism for each building the lever is linked to (plus one mechanism from the construction of the lever itself).&lt;br /&gt;
&lt;br /&gt;
There is way to ascertain which lever is linked to what, but it becomes very hard when you have many linkable items. Find the lever, use &amp;quot;q&amp;quot; and then select &amp;quot;add new task&amp;quot;. Try for every linkable thing in your fortress, to link the lever to it. If an object isn't available for linking, that's because it is already linked. Though this method isn't very usable to find the single linked item in all of them, it is useful when you forgot whether the left or the right lever was linked to the support.&lt;br /&gt;
&lt;br /&gt;
==Tipps==&lt;br /&gt;
&lt;br /&gt;
If you have a larger (&amp;gt;5) lever / cage release fun house / arena, you may get confused sometimes, what lever is linked, and what are free. To '''mark''' your levers, you can do one or both of the following:&lt;br /&gt;
* use a dedicated direction for default (unlinked) state (start linking cages with a '''Pull Lever''' command) (You will able to most of the lever's state)&lt;br /&gt;
* Put a final '''Pull lever''' command in suspend mode. That way you will surely know, what lever is setup, and it's easier, to actually release :) (You can tell one-by-one examination of the levers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=165646</id>
		<title>v0.34:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=165646"/>
		<updated>2012-03-07T19:01:45Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Caravans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress [[Broker]] when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to visiting merchants, or to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a [[Trade depot]] is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
See the [[Trade depot]] article for more information on how to interact with it.&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:0}}&amp;quot;&amp;gt;'''Brown'''&amp;lt;/span&amp;gt; Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:1}}&amp;quot;&amp;gt;'''White'''&amp;lt;/span&amp;gt; Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Purple'''&amp;lt;/span&amp;gt; Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.{{Verify}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Green'''&amp;lt;/span&amp;gt; Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}}&amp;quot;&amp;gt;'''Red'''&amp;lt;/span&amp;gt; Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, a caravan from a different civilization ''may'' accept stolen goods without changing them first.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival.(5,000 in 0.31.25) You cannot offer items that were not made at your fortress; the traders do not want your spare goblin harvest clothes.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items - their refusal to accept back their wooden items is probably a bug which will be removed in a later release, though this has not been verified. It is also worth noting that in-game the only way to acquire wood is by chopping down trees, so it is likely that the elves have developed a method of growing and acquiring wood without killing trees which will be included in later development (unless they are just cutting down trees that have already died naturally).&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, '''no longer''' increases the Broker's relevant skills during the early game. {{Verify}}&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways) to the entrance of the fort and line this with traps; this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants) and wooden logs if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, whether stockpiled or utilized in buildings (such as wooden axles, water wheels, windmills, or workshops); thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival. &amp;lt;p&amp;gt; &amp;lt;!-- This puts a paragraph break into a list item --&amp;gt; This also seems to apply to elven caravans bringing [[cloth]] (except that cloth that's turned into [[clothing]], [[bag]]s or [[rope]] isn't counted).  So if you want elven caravans to ''stop'' bringing cloth, buy up all the cloth that the first few caravans bring and stash them somewhere.&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Elves will trade [[Tame]] exotic creatures; '''however,''' once purchased, these creatures will not show up on the Animal section of the [[Status]] screen if you do not have a [[Dungeon master]] (a noble position that is currently bugged).&lt;br /&gt;
* Each trade you make (regardless of value) will increase your broker's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (ie. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one.&lt;br /&gt;
&lt;br /&gt;
If a cavaran has a lot of junk to load up, it can take a while (&amp;gt;=2 months), but don't worry, the other caravan can unload / trade while the first one is still uploading&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left).  Liaisons allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however, those items will also be more expensive).  In turn, they will present a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
If a liaison is prevented from leaving, they will eventually go [[insane]]. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Our fortunes rise and fall together&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* is well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[lye]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
If an large amount of items is sold / offered to the caravan, it may take a while to load it all, specially, if you wish to keep the precious bins, and sell low value items, with low weight.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;*No one brings wagons, even if there is a clear path to your depot. {{bug|197}}&amp;lt;/s&amp;gt; solved&lt;br /&gt;
*Wild animals cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&amp;lt;small&amp;gt;Only aggressive animals?&amp;lt;/small&amp;gt;&lt;br /&gt;
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
*If you order your military to kill merchants from your own civilization, your soldiers will simultaneously become members ''and'' enemies of your civilization, resulting in a civil war within your fortress. When this happens, all current members of the fortress (excluding incoming migrants) will turn on each other yet they will still be seen as normal working dwarves in the status screens. This will only last for those who were alive ''during'' the attack, they will always be hostile to everyone including incoming migrants (yet they still do their jobs/ follow military orders and work as dwarves although they will interrupt other's work. They will not be shown as enemies in the Units screen).&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*If you destroy the Depot while they are unloaded you will get the leaving message but they will leave before the building is completely destroyed, so they will not reclaim any of their stuff because it is not available until the building is fully deconstructed. However any animals they had caged will only become friendly, you won't actually own them.&lt;br /&gt;
&lt;br /&gt;
If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cleaning_up_macros&amp;diff=165470</id>
		<title>v0.34:Cleaning up macros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cleaning_up_macros&amp;diff=165470"/>
		<updated>2012-03-05T00:40:11Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cleaning up Macros ==&lt;br /&gt;
&lt;br /&gt;
This page is dedicated, on to describe, and help in cleaning macros. This is needed, because a recorded macro contains quite a lot of other interface interaction, what can really slow the executing. &lt;br /&gt;
&lt;br /&gt;
Because DF has a cache for the macros, you must change at least the name of the macro inside it (use a counter, and increment it), otherwise, the oldest loaded version will be used :(&lt;br /&gt;
&lt;br /&gt;
If you make your macros to do a repetative job in a single menu, you can easily use grep and a menu macro file. Grep[http://gnuwin32.sourceforge.net/packages/grep.htm] is a GNU utility, that process an input (text) file, and throws everything, that doesn't match the filtering options. It's a very powerful utility, so if you would like to know better, look into manual[http://unixhelp.ed.ac.uk/CGI/man-cgi?grep]. Because grep is case sensitive (CAPITAL non capital), you have to watch out for this, or use a -i (in-case sensitive) mode.&lt;br /&gt;
&lt;br /&gt;
=== How to use them ===&lt;br /&gt;
Because grep is not saving the first line (name of macro), you have to make it manually.&lt;br /&gt;
You have two choices. You can create a file, with the appropriate menu name, for example build.menu, and then:&lt;br /&gt;
 echo my1 &amp;gt; my1.mak&lt;br /&gt;
 grep -f build.menu my.mak &amp;gt;&amp;gt; my1.mak&lt;br /&gt;
Don't forget, to clean up any empty lines from the '''.menu''' file, otherwise, nothing will then filtered out.&lt;br /&gt;
Second method, use a bunch of patterns&lt;br /&gt;
 echo my2 &amp;gt; my2.mak&lt;br /&gt;
 grep -e line_1_from_file -e line_2_from_file -e line_3_from_file my.mak &amp;gt;&amp;gt; my2.mak&lt;br /&gt;
&lt;br /&gt;
For both cases the first line is writing my2 (the name of the macro) into the file. This operation will overwrite the existing content of the file. The second line is actually doing the filtering, and appending the file. (Don't run, otherwise you wish to double the macro, you will still have to delete the '''End of macro''' line from the middle of the file)).&lt;br /&gt;
=== Some useful filter ===&lt;br /&gt;
====Build menu====&lt;br /&gt;
If you wish to build anything, and you are not intended to leave the build menu, and the macro is not selecting the building type, you can use the following file / listing to filter your macro. (so, for 'you manually select the first position, and the building type, and then run the macro' type of macros).&lt;br /&gt;
 SELECT&lt;br /&gt;
 End of group&lt;br /&gt;
 CURSOR_&lt;br /&gt;
 End of macro&lt;br /&gt;
&lt;br /&gt;
====Resizing menu====&lt;br /&gt;
If you wish to resize some building, you should use this filter, to speed things up. It will leave all the resizing commands, so it will be still valid for other building resizing. (If you recorded for bedrooms, you still can use for stone gardens...)&lt;br /&gt;
 SELECT&lt;br /&gt;
 SECONDSCROLL_&lt;br /&gt;
 CURSOR_&lt;br /&gt;
 _SIZE&lt;br /&gt;
 End of group&lt;br /&gt;
 End of macro&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cleaning_up_macros&amp;diff=165463</id>
		<title>v0.34:Cleaning up macros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cleaning_up_macros&amp;diff=165463"/>
		<updated>2012-03-04T23:34:55Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: Created page with &amp;quot;== Cleaning up Macros ==  This page is dedicated, on to describe, and help in cleaning macros. This is needed, because a recorded macro contains quite a lot of other interface in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cleaning up Macros ==&lt;br /&gt;
&lt;br /&gt;
This page is dedicated, on to describe, and help in cleaning macros. This is needed, because a recorded macro contains quite a lot of other interface interaction, what can really slow the executing. &lt;br /&gt;
&lt;br /&gt;
Because DF has a cache for the macros, you must change at least the name of the macro inside it (use a counter, and increment it), otherwise, the oldest loaded version will be used :(&lt;br /&gt;
&lt;br /&gt;
If you make your macros to do a repetative job in a single menu, you can easily use grep and a menu macro file. Grep[http://gnuwin32.sourceforge.net/packages/grep.htm] is a GNU utility, that process an input (text) file, and throws everything, that doesn't match the filtering options. It's a very powerful utility, so if you would like to know better, look into manual[http://unixhelp.ed.ac.uk/CGI/man-cgi?grep]. Because grep is case sensitive (CAPITAL non capital), you have to watch out for this, or use a -i (in-case sensitive) mode.&lt;br /&gt;
&lt;br /&gt;
=== How to use them ===&lt;br /&gt;
Because grep is not saving the first line (name of macro), you have to make it manually.&lt;br /&gt;
You have two choices. You can create a file, with the appropriate menu name, for example build.menu, and then:&lt;br /&gt;
 echo my2 &amp;gt; my2.mak&lt;br /&gt;
 grep -f build.menu my.mak &amp;gt;&amp;gt; my2.mak&lt;br /&gt;
The first line is writing my2 (the name of the macro) into the file. This operation will overwrite the existing content of the file.&lt;br /&gt;
The second line is actually doing the filtering, and appending the file. (Don't run, otherwise you wish to double the macro, you will still have to delete the '''End of macro''' line from the middle of the file)).&lt;br /&gt;
===Build menu===&lt;br /&gt;
If you wish to build anything, and you are not intended to leave the build menu, and the macro is not selecting the building type, you can use the following file / listing to filter your macro. (so, for 'you manually select the first position, and the building type, and then run the macro' type of macros).&lt;br /&gt;
 SELECT&lt;br /&gt;
 End of group&lt;br /&gt;
 CURSOR_&lt;br /&gt;
 End of macro&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165458</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165458"/>
		<updated>2012-03-04T23:13:27Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Tuning macros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|14:18, 4 April 2011 (UTC)}}&lt;br /&gt;
Playing Dwarf Fortress means lots of typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The controls for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
&lt;br /&gt;
To create a macro press {{k|Ctrl}}+{{k|r}} to begin recording your actions. When you have recorded all the action you want stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro. The macro is then added to your macro list. To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. You can then play the macro using {{k|Ctrl}}+{{k|p}}.&lt;br /&gt;
&lt;br /&gt;
There is a directory data/init/macros for them. The macros are saved in .mak format. Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of it's recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creationg loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
There seem to be problems with changing removing and adding macros while the game is running. Save, quit and restart the game when you want to change something.&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations. [[Cleaning up macros]]&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded with an external texteditor. While the extra commands are ignored by the game, however they take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing d for example records more than 30 commands. Depending on what you do, you can increase the speed by 4 or more by reducing the number of commands in every group to the one you need. ''If you edit a macro, you'll have to restart DF afterwards.''&lt;br /&gt;
&lt;br /&gt;
The third way is to change settings in the init-files. In the base init file (data/init/init.txt) you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This means that the speed between macro commands will gradually increase until it hits the limit. The secondary command is when the gradual increase in speed increases.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
*Pros&lt;br /&gt;
 **Faster executations&lt;br /&gt;
 **Easier script writing&lt;br /&gt;
 **Portable code&lt;br /&gt;
*Cons&lt;br /&gt;
 **Sometime needs timing&lt;br /&gt;
 **Need xvkbd (Linux at least)&lt;br /&gt;
 **Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
:'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Some macros ==&lt;br /&gt;
=== Large bedroom's bed placing ===&lt;br /&gt;
&lt;br /&gt;
Ok, so you can record some macro, to build a large repeating bedroom. So you setup the build menu (select the bed, and go the position you want to place). Just start a new macro, and place a bed, select the first bed from the list, and move about 3-4 tiles right. Repeat this until you reach the limit, or you are satisfied. Turn off macro recording (don't exit the build menu). You can save your macro (not necessary). Go to 3-4 tile under the place, you first placed a bed (most left of the bed row). Make sure, the bed are selected from the build menu, and you are selecting position to build it. Press the play macro (Ctrl + p), and you have just another row. Repeat, until you have enough bedrooms, or out of beds.&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's placing cabinets ===&lt;br /&gt;
&lt;br /&gt;
You can reuse the above macro, for placing cabinets / coffers / bags / tables / chairs. Select the cabinet from build menu, and go above the first bed position, and press the play macro (Ctrl + p), and fill your bedrooms with cabinets.&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's placing coffers ===&lt;br /&gt;
&lt;br /&gt;
If you want to place coffers, but not bags, it's a bit trickier, but you will see how can done. Pause the game (will save you from a lot of spam from the dworfs). Go to stock, inventory, and bags and bins. Forbid all bags, regardless, what's in it /used for (this is temporary). Exit, to main screen. Build, coffers and bags, and go to where you wish to place the first coffer (maybe left of first bed). Press the play macro (Ctrl + p). Because all the items disabled what we don't want to build from that build category, only coffers will be build. Repeat until bedroom is filled with coffers / you're out of coffers. Don't forget to unforbid all the bags, so the dwarfs can carry on, as nothing has happened. You can unpause the game, and watch, as your working dwarfs hauls the big bedroom together. You can invert the forbidding to place only bags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's resizing all beds ===&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro, to create the exact bedrooms. Use the info of a building (q), and select the first bed. Start a new macro (Ctrl + s), and press r and the + for a few times (resize the bedroom). If you are fine with the size of the bedroom, you can press enter, and go on for the next bed, and repeat this for the whole row. Remember, because this will be a macro, and if you want bedrooms that fill all the room, you may have to press + a bit more or less for the edge beds. If you finished the first row, stop the recording (Ctrl +r), and you can save this macro too. Repeat this for the rest of the rows.&lt;br /&gt;
&lt;br /&gt;
=== Mass selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro, you can select a lot of things at once. Most helpful, if you want to sell a lot of junk to the caravans. So, basically, you just record: '''enter down''' in a row about 10-25 times. (can make an alternate with '''enter +'''.) So, the caravan arrives, your dwarfs haul all the bins for selling. At trade menu, you select for trade all the stuff, the trader have, and you would like to buy. go to your items, and load the macro, and play it as many times, as you want. Because if a bin is selected it will be sold with all the items inside. But if after any of the content is selected, the bin will not be sold. After you selected all the stuff for selling, it's a good idea to just brows what you exactly selling, just for sure (not to sell any wood to elfs).&lt;br /&gt;
&lt;br /&gt;
=== Mass trap builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as the bed building, only with 1 tile moving. (It will build a bunch of traps next to each other).&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting Scripts ====&lt;br /&gt;
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
==== General Fortress Mode Hotkeys Script ====&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165457</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165457"/>
		<updated>2012-03-04T22:33:30Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Fluxbox + xvkbd */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|14:18, 4 April 2011 (UTC)}}&lt;br /&gt;
Playing Dwarf Fortress means lots of typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The controls for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
&lt;br /&gt;
To create a macro press {{k|Ctrl}}+{{k|r}} to begin recording your actions. When you have recorded all the action you want stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro. The macro is then added to your macro list. To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. You can then play the macro using {{k|Ctrl}}+{{k|p}}.&lt;br /&gt;
&lt;br /&gt;
There is a directory data/init/macros for them. The macros are saved in .mak format. Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of it's recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creationg loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
There seem to be problems with changing removing and adding macros while the game is running. Save, quit and restart the game when you want to change something.&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded with an external texteditor. While the extra commands are ignored by the game, however they take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing d for example records more than 30 commands. Depending on what you do, you can increase the speed by 4 or more by reducing the number of commands in every group to the one you need. ''If you edit a macro, you'll have to restart DF afterwards.''&lt;br /&gt;
&lt;br /&gt;
The third way is to change settings in the init-files. In the base init file (data/init/init.txt) you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This means that the speed between macro commands will gradually increase until it hits the limit. The secondary command is when the gradual increase in speed increases.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
*Pros&lt;br /&gt;
 **Faster executations&lt;br /&gt;
 **Easier script writing&lt;br /&gt;
 **Portable code&lt;br /&gt;
*Cons&lt;br /&gt;
 **Sometime needs timing&lt;br /&gt;
 **Need xvkbd (Linux at least)&lt;br /&gt;
 **Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
:'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Some macros ==&lt;br /&gt;
=== Large bedroom's bed placing ===&lt;br /&gt;
&lt;br /&gt;
Ok, so you can record some macro, to build a large repeating bedroom. So you setup the build menu (select the bed, and go the position you want to place). Just start a new macro, and place a bed, select the first bed from the list, and move about 3-4 tiles right. Repeat this until you reach the limit, or you are satisfied. Turn off macro recording (don't exit the build menu). You can save your macro (not necessary). Go to 3-4 tile under the place, you first placed a bed (most left of the bed row). Make sure, the bed are selected from the build menu, and you are selecting position to build it. Press the play macro (Ctrl + p), and you have just another row. Repeat, until you have enough bedrooms, or out of beds.&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's placing cabinets ===&lt;br /&gt;
&lt;br /&gt;
You can reuse the above macro, for placing cabinets / coffers / bags / tables / chairs. Select the cabinet from build menu, and go above the first bed position, and press the play macro (Ctrl + p), and fill your bedrooms with cabinets.&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's placing coffers ===&lt;br /&gt;
&lt;br /&gt;
If you want to place coffers, but not bags, it's a bit trickier, but you will see how can done. Pause the game (will save you from a lot of spam from the dworfs). Go to stock, inventory, and bags and bins. Forbid all bags, regardless, what's in it /used for (this is temporary). Exit, to main screen. Build, coffers and bags, and go to where you wish to place the first coffer (maybe left of first bed). Press the play macro (Ctrl + p). Because all the items disabled what we don't want to build from that build category, only coffers will be build. Repeat until bedroom is filled with coffers / you're out of coffers. Don't forget to unforbid all the bags, so the dwarfs can carry on, as nothing has happened. You can unpause the game, and watch, as your working dwarfs hauls the big bedroom together. You can invert the forbidding to place only bags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's resizing all beds ===&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro, to create the exact bedrooms. Use the info of a building (q), and select the first bed. Start a new macro (Ctrl + s), and press r and the + for a few times (resize the bedroom). If you are fine with the size of the bedroom, you can press enter, and go on for the next bed, and repeat this for the whole row. Remember, because this will be a macro, and if you want bedrooms that fill all the room, you may have to press + a bit more or less for the edge beds. If you finished the first row, stop the recording (Ctrl +r), and you can save this macro too. Repeat this for the rest of the rows.&lt;br /&gt;
&lt;br /&gt;
=== Mass selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro, you can select a lot of things at once. Most helpful, if you want to sell a lot of junk to the caravans. So, basically, you just record: '''enter down''' in a row about 10-25 times. (can make an alternate with '''enter +'''.) So, the caravan arrives, your dwarfs haul all the bins for selling. At trade menu, you select for trade all the stuff, the trader have, and you would like to buy. go to your items, and load the macro, and play it as many times, as you want. Because if a bin is selected it will be sold with all the items inside. But if after any of the content is selected, the bin will not be sold. After you selected all the stuff for selling, it's a good idea to just brows what you exactly selling, just for sure (not to sell any wood to elfs).&lt;br /&gt;
&lt;br /&gt;
=== Mass trap builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as the bed building, only with 1 tile moving. (It will build a bunch of traps next to each other).&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting Scripts ====&lt;br /&gt;
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
==== General Fortress Mode Hotkeys Script ====&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165339</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165339"/>
		<updated>2012-03-01T23:38:47Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|14:18, 4 April 2011 (UTC)}}&lt;br /&gt;
Playing Dwarf Fortress means lots of typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The controls for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
&lt;br /&gt;
To create a macro press {{k|Ctrl}}+{{k|r}} to begin recording your actions. When you have recorded all the action you want stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro. The macro is then added to your macro list. To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. You can then play the macro using {{k|Ctrl}}+{{k|p}}.&lt;br /&gt;
&lt;br /&gt;
There is a directory data/init/macros for them. The macros are saved in .mak format. Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of it's recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creationg loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
There seem to be problems with changing removing and adding macros while the game is running. Save, quit and restart the game when you want to change something.&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded with an external texteditor. While the extra commands are ignored by the game, however they take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing d for example records more than 30 commands. Depending on what you do, you can increase the speed by 4 or more by reducing the number of commands in every group to the one you need. ''If you edit a macro, you'll have to restart DF afterwards.''&lt;br /&gt;
&lt;br /&gt;
The third way is to change settings in the init-files. In the base init file (data/init/init.txt) you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This means that the speed between macro commands will gradually increase until it hits the limit. The secondary command is when the gradual increase in speed increases.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
:'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Some macros ==&lt;br /&gt;
=== Large bedroom's bed placing ===&lt;br /&gt;
&lt;br /&gt;
Ok, so you can record some macro, to build a large repeating bedroom. So you setup the build menu (select the bed, and go the position you want to place). Just start a new macro, and place a bed, select the first bed from the list, and move about 3-4 tiles right. Repeat this until you reach the limit, or you are satisfied. Turn off macro recording (don't exit the build menu). You can save your macro (not necessary). Go to 3-4 tile under the place, you first placed a bed (most left of the bed row). Make sure, the bed are selected from the build menu, and you are selecting position to build it. Press the play macro (Ctrl + p), and you have just another row. Repeat, until you have enough bedrooms, or out of beds.&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's placing cabinets ===&lt;br /&gt;
&lt;br /&gt;
You can reuse the above macro, for placing cabinets / coffers / bags / tables / chairs. Select the cabinet from build menu, and go above the first bed position, and press the play macro (Ctrl + p), and fill your bedrooms with cabinets.&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's placing coffers ===&lt;br /&gt;
&lt;br /&gt;
If you want to place coffers, but not bags, it's a bit trickier, but you will see how can done. Pause the game (will save you from a lot of spam from the dworfs). Go to stock, inventory, and bags and bins. Forbid all bags, regardless, what's in it /used for (this is temporary). Exit, to main screen. Build, coffers and bags, and go to where you wish to place the first coffer (maybe left of first bed). Press the play macro (Ctrl + p). Because all the items disabled what we don't want to build from that build category, only coffers will be build. Repeat until bedroom is filled with coffers / you're out of coffers. Don't forget to unforbid all the bags, so the dwarfs can carry on, as nothing has happened. You can unpause the game, and watch, as your working dwarfs hauls the big bedroom together. You can invert the forbidding to place only bags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Large bedroom's resizing all beds ===&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro, to create the exact bedrooms. Use the info of a building (q), and select the first bed. Start a new macro (Ctrl + s), and press r and the + for a few times (resize the bedroom). If you are fine with the size of the bedroom, you can press enter, and go on for the next bed, and repeat this for the whole row. Remember, because this will be a macro, and if you want bedrooms that fill all the room, you may have to press + a bit more or less for the edge beds. If you finished the first row, stop the recording (Ctrl +r), and you can save this macro too. Repeat this for the rest of the rows.&lt;br /&gt;
&lt;br /&gt;
=== Mass selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro, you can select a lot of things at once. Most helpful, if you want to sell a lot of junk to the caravans. So, basically, you just record: '''enter down''' in a row about 10-25 times. (can make an alternate with '''enter +'''.) So, the caravan arrives, your dwarfs haul all the bins for selling. At trade menu, you select for trade all the stuff, the trader have, and you would like to buy. go to your items, and load the macro, and play it as many times, as you want. Because if a bin is selected it will be sold with all the items inside. But if after any of the content is selected, the bin will not be sold. After you selected all the stuff for selling, it's a good idea to just brows what you exactly selling, just for sure (not to sell any wood to elfs).&lt;br /&gt;
&lt;br /&gt;
=== Mass trap builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as the bed building, only with 1 tile moving. (It will build a bunch of traps next to each other).&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting Scripts ====&lt;br /&gt;
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
==== General Fortress Mode Hotkeys Script ====&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fluxbox_macros&amp;diff=165332</id>
		<title>v0.34:Fluxbox macros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fluxbox_macros&amp;diff=165332"/>
		<updated>2012-03-01T22:53:48Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: Created page with &amp;quot;{{av}}  === Macros with fluxbox &amp;amp; xvkbd ===  In this context the macro is mean a set of keystrokes / input from the player. Keymap is a set of special key combinations to get spe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
=== Macros with fluxbox &amp;amp; xvkbd ===&lt;br /&gt;
&lt;br /&gt;
In this context the macro is mean a set of keystrokes / input from the player. Keymap is a set of special key combinations to get special function, or shorten input.&lt;br /&gt;
&lt;br /&gt;
What this is good for?&lt;br /&gt;
Did you had a migrants of 20 or more, and you were in trouble of make enough accommodations for them, before they got unhappy thoughts? Were you bored, by the repetitive creation of of a big bedroom? Not to worry anymore, it's possible to break down the task into much less interaction, and to speed up things.&lt;br /&gt;
&lt;br /&gt;
What you need:&lt;br /&gt;
under linux:&lt;br /&gt;
 * fluxbox (or your steady window manager, or shortcut editor)&lt;br /&gt;
 * xvkbd (or anything, that allows you to type something into an active window / program, as came from stdin)&lt;br /&gt;
winder windows:&lt;br /&gt;
 *a good (free) program, that can do the same, and supports special characters&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox ===&lt;br /&gt;
&lt;br /&gt;
Fluxbox is a tiny window manager, that allows a lot of powerful customization. If you don't want to install fluxbox just for this, you should look for other solutions in your distro (KDE / Gnome). If you use / successfully setup fluxbox [[http://fluxbox.org/help]] you only need to edit .fluxbox/keys files. This contains the keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Mod1 means windows / command funciton key (If you use keychains, the order of the modificators seems important :( )&lt;br /&gt;
 Mod4 means alt &lt;br /&gt;
 m is for the key m (so this will be windows + alt + m (special enough not to used in any other application &lt;br /&gt;
 (this is important, because if fluxbox is intercepting a hotkey, it not pass along to the active application!))&lt;br /&gt;
 None the following combinations are not using modifications keys (Important: use your last key in keychain as &lt;br /&gt;
 non-modified key, or a big enough delay, or else your macro input will be applied to the modifier, you currently &lt;br /&gt;
 pressing (see below))&lt;br /&gt;
 d is for key D (like Dwarf Fortress)&lt;br /&gt;
 b is for key B (as bedroom)&lt;br /&gt;
 : means, that this is the end of key combinations, and from here the command to apply.&lt;br /&gt;
&lt;br /&gt;
So, to start this particular keychain (hotkey), '''(windows + alt + m) d b'''&lt;br /&gt;
&lt;br /&gt;
 :ExecCommand  tells fluxbox, to execute the followings&lt;br /&gt;
&lt;br /&gt;
 xvkbd this the virtual keyboard we will use&lt;br /&gt;
 -text tells xvkbd to don't display the virtual keyboard, just get the input from command line &lt;br /&gt;
 (there's file input is available, but it does not support special keys so easily)&lt;br /&gt;
 &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot; This is the input, we will pass to &lt;br /&gt;
 Dwarf Fortress (which will press r, and gives 12 + and a final enter)&lt;br /&gt;
 The begining '''\D2''' commands xvkbd to wait 2*100ms. You might want to play with this, but I found, &lt;br /&gt;
 that I need this, because the first input key is not passed always otherwise.&lt;br /&gt;
&lt;br /&gt;
The + is used on keypad under DF, we access this by \[]. The enter is also a special character, used by \r. You might want to take a peek into the xvkbd's man page for some special keys.&lt;br /&gt;
&lt;br /&gt;
So what this macro does at all:&lt;br /&gt;
if you press: if you have large bedroom, and you don't want to make the boring task to create a large bedroom for all the beds, you can manage the bed by '''q''' (task and preferences in DF), and then press '''(windows + alt + m) d b''', which will give the order of '''r''' ++++++++++++ and an enter.&lt;br /&gt;
&lt;br /&gt;
=== Trouble shooting ===&lt;br /&gt;
&lt;br /&gt;
* My first characters are missing from the input&lt;br /&gt;
** - You have most probably insufficient delay at the start of the text. Try a bigger number, or a delay at all ('''\D2''') &lt;br /&gt;
* My macro fails / I cannot get it work at, and not even prints into a textbox.&lt;br /&gt;
** - You might have a last keychain key with a modifier. &lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
  This will most probably not give you any output, or even worst, start a few other applications. This is because the &lt;br /&gt;
  keyboard interface is behaving additively. This means, if you plug 2 keyboards, and press a key on one of them, and &lt;br /&gt;
  press another on the other one, the OS will see as both of them pressed. So, if you press on your keyboard Mod1 + Mod4, &lt;br /&gt;
  and sending a stream of keys on the other, they will add up, and you will end up, as you typed the '''Hellow World''' &lt;br /&gt;
  with Mod1 + Mod4 pressed (Windows + Alt).&lt;br /&gt;
  Solutions:&lt;br /&gt;
  **Set a big enough delay at the beginning of your string ('''\D5Hello World'''), so you can release them.&lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;\D5Hello World&amp;quot;'''&lt;br /&gt;
  **Set the hotkey to a keychain that ends with a non-modified key&lt;br /&gt;
  '''Mod1 Mod4 m None b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
=== Some useful macros with a short description ===&lt;br /&gt;
&lt;br /&gt;
* Quick resizes a (bed)room (from the 'q' and set into cursored the bed)&lt;br /&gt;
 '''Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;'''&lt;br /&gt;
 '''(Windows + Alt + m) d b'''&lt;br /&gt;
&lt;br /&gt;
* Quick resizes 6 (bed)room, that are inline to the right with a distance of 2 title.&lt;br /&gt;
 '''Mod1 Mod4 m None d v :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 '''(Windows + Alt + m) d v'''&lt;br /&gt;
 b..b..b..b..b..b..x (and the cursor will be stopped at the next item)&lt;br /&gt;
&lt;br /&gt;
* Mass selector. It selects a lot of items from a list ((enter then down) * 39) (this is about 3 page down)) I use this particular macro to sell Junk to traders, without selling the bins. ''(If you select the bin, and then select any item for trading, the bin will be deselected.)''&lt;br /&gt;
 '''Mod1 Mod4 m None d t :ExecCommand xvkbd -text &amp;quot;\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]&amp;quot;'''&lt;br /&gt;
 '''(Windows + Alt + m) d t'''&lt;br /&gt;
 Warning, if you sell ~20 finished goods bins' contents, then you may expect that &lt;br /&gt;
 the merchants will pack up for a while (probably for a few months).&lt;br /&gt;
&lt;br /&gt;
* Quick macro to build a repeating pattern. For example, you want to build a bedroom, where the dwarf's items are 3 titles apart (2 title between them, and 6 of them). Will select the first available item, so if there's something, you don't want to used, forbid them (coffers / bags).&lt;br /&gt;
 '''Mod1 Mod4 m None d 3 :ExecCommand xvkbd -text &amp;quot;\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 Build menu, and select the item, you want to build (with /*-+, not the keycode!, otherwise you end up &lt;br /&gt;
 one wanted item, and 5 other armor stands) '''(Windows + Alt + m) d 3'''&lt;br /&gt;
 b..b..b..b..b..x (and the cursor will be stopped at the next item)&lt;br /&gt;
&lt;br /&gt;
Feel free, to add your own macros.&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165330</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165330"/>
		<updated>2012-03-01T22:36:42Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Some useful macros with a short description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
=== Macros and Keymaps ===&lt;br /&gt;
&lt;br /&gt;
In this context the macro is mean a set of keystrokes / input from the player. Keymap is a set of special key combinations to get special function, or shorten input.&lt;br /&gt;
&lt;br /&gt;
What this is good for?&lt;br /&gt;
Did you had a migrants of 20 or more, and you were in trouble of make enough accommodations for them, before they got unhappy thoughts? Were you bored, by the repetitive creation of of a big bedroom? Not to worry anymore, it's possible to break down the task into much less interaction, and to speed up things.&lt;br /&gt;
&lt;br /&gt;
What you need:&lt;br /&gt;
under linux:&lt;br /&gt;
 * fluxbox (or your steady window manager, or shortcut editor)&lt;br /&gt;
 * xvkbd (or anything, that allows you to type something into an active window / program, as came from stdin)&lt;br /&gt;
winder windows:&lt;br /&gt;
 *a good (free) program, that can do the same, and supports special characters&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox ===&lt;br /&gt;
&lt;br /&gt;
Fluxbox is a tiny window manager, that allows a lot of powerful customization. If you don't want to install fluxbox just for this, you should look for other solutions in your distro (KDE / Gnome). If you use / successfully setup fluxbox [[http://fluxbox.org/help]] you only need to edit .fluxbox/keys files. This contains the keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Mod1 means windows / command funciton key (If you use keychains, the order of the modificators seems important :( )&lt;br /&gt;
 Mod4 means alt &lt;br /&gt;
 m is for the key m (so this will be windows + alt + m (special enough not to used in any other application &lt;br /&gt;
 (this is important, because if fluxbox is intercepting a hotkey, it not pass along to the active application!))&lt;br /&gt;
 None the following combinations are not using modifications keys (Important: use your last key in keychain as &lt;br /&gt;
 non-modified key, or a big enough delay, or else your macro input will be applied to the modifier, you currently &lt;br /&gt;
 pressing (see below))&lt;br /&gt;
 d is for key D (like Dwarf Fortress)&lt;br /&gt;
 b is for key B (as bedroom)&lt;br /&gt;
 : means, that this is the end of key combinations, and from here the command to apply.&lt;br /&gt;
&lt;br /&gt;
So, to start this particular keychain (hotkey), '''(windows + alt + m) d b'''&lt;br /&gt;
&lt;br /&gt;
 :ExecCommand  tells fluxbox, to execute the followings&lt;br /&gt;
&lt;br /&gt;
 xvkbd this the virtual keyboard we will use&lt;br /&gt;
 -text tells xvkbd to don't display the virtual keyboard, just get the input from command line &lt;br /&gt;
 (there's file input is available, but it does not support special keys so easily)&lt;br /&gt;
 &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot; This is the input, we will pass to &lt;br /&gt;
 Dwarf Fortress (which will press r, and gives 12 + and a final enter)&lt;br /&gt;
 The begining '''\D2''' commands xvkbd to wait 2*100ms. You might want to play with this, but I found, &lt;br /&gt;
 that I need this, because the first input key is not passed always otherwise.&lt;br /&gt;
&lt;br /&gt;
The + is used on keypad under DF, we access this by \[]. The enter is also a special character, used by \r. You might want to take a peek into the xvkbd's man page for some special keys.&lt;br /&gt;
&lt;br /&gt;
So what this macro does at all:&lt;br /&gt;
if you press: if you have large bedroom, and you don't want to make the boring task to create a large bedroom for all the beds, you can manage the bed by '''q''' (task and preferences in DF), and then press '''(windows + alt + m) d b''', which will give the order of '''r''' ++++++++++++ and an enter.&lt;br /&gt;
&lt;br /&gt;
=== Trouble shooting ===&lt;br /&gt;
&lt;br /&gt;
* My first characters are missing from the input&lt;br /&gt;
** - You have most probably insufficient delay at the start of the text. Try a bigger number, or a delay at all ('''\D2''') &lt;br /&gt;
* My macro fails / I cannot get it work at, and not even prints into a textbox.&lt;br /&gt;
** - You might have a last keychain key with a modifier. &lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
  This will most probably not give you any output, or even worst, start a few other applications. This is because the &lt;br /&gt;
  keyboard interface is behaving additively. This means, if you plug 2 keyboards, and press a key on one of them, and &lt;br /&gt;
  press another on the other one, the OS will see as both of them pressed. So, if you press on your keyboard Mod1 + Mod4, &lt;br /&gt;
  and sending a stream of keys on the other, they will add up, and you will end up, as you typed the '''Hellow World''' &lt;br /&gt;
  with Mod1 + Mod4 pressed (Windows + Alt).&lt;br /&gt;
  Solutions:&lt;br /&gt;
  **Set a big enough delay at the beginning of your string ('''\D5Hello World'''), so you can release them.&lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;\D5Hello World&amp;quot;'''&lt;br /&gt;
  **Set the hotkey to a keychain that ends with a non-modified key&lt;br /&gt;
  '''Mod1 Mod4 m None b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
=== Some useful macros with a short description ===&lt;br /&gt;
&lt;br /&gt;
* Quick resizes a (bed)room (from the 'q' and set into cursored the bed)&lt;br /&gt;
 '''Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;'''&lt;br /&gt;
 '''(Windows + Alt + m) d b'''&lt;br /&gt;
&lt;br /&gt;
* Quick resizes 6 (bed)room, that are inline to the right with a distance of 2 title.&lt;br /&gt;
 '''Mod1 Mod4 m None d v :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 '''(Windows + Alt + m) d v'''&lt;br /&gt;
 b..b..b..b..b..b..x (and the cursor will be stopped at the next item)&lt;br /&gt;
&lt;br /&gt;
* Mass selector. It selects a lot of items from a list ((enter then down) * 39) (this is about 3 page down)) I use this particular macro to sell Junk to traders, without selling the bins. ''(If you select the bin, and then select any item for trading, the bin will be deselected.)''&lt;br /&gt;
 '''Mod1 Mod4 m None d t :ExecCommand xvkbd -text &amp;quot;\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]&amp;quot;'''&lt;br /&gt;
 '''(Windows + Alt + m) d t'''&lt;br /&gt;
 Warning, if you sell ~20 finished goods bins' contents, then you may expect that &lt;br /&gt;
 the merchants will pack up for a while (probably for a few months).&lt;br /&gt;
&lt;br /&gt;
* Quick macro to build a repeating pattern. For example, you want to build a bedroom, where the dwarf's items are 3 titles apart (2 title between them, and 6 of them). Will select the first available item, so if there's something, you don't want to used, forbid them (coffers / bags).&lt;br /&gt;
 '''Mod1 Mod4 m None d 3 :ExecCommand xvkbd -text &amp;quot;\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 Build menu, and select the item, you want to build (with /*-+, not the keycode!, otherwise you end up &lt;br /&gt;
 one wanted item, and 5 other armor stands) '''(Windows + Alt + m) d 3'''&lt;br /&gt;
 b..b..b..b..b..x (and the cursor will be stopped at the next item)&lt;br /&gt;
&lt;br /&gt;
Feel free, to add your own macros.&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165329</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165329"/>
		<updated>2012-03-01T22:33:28Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Important mistakes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
=== Macros and Keymaps ===&lt;br /&gt;
&lt;br /&gt;
In this context the macro is mean a set of keystrokes / input from the player. Keymap is a set of special key combinations to get special function, or shorten input.&lt;br /&gt;
&lt;br /&gt;
What this is good for?&lt;br /&gt;
Did you had a migrants of 20 or more, and you were in trouble of make enough accommodations for them, before they got unhappy thoughts? Were you bored, by the repetitive creation of of a big bedroom? Not to worry anymore, it's possible to break down the task into much less interaction, and to speed up things.&lt;br /&gt;
&lt;br /&gt;
What you need:&lt;br /&gt;
under linux:&lt;br /&gt;
 * fluxbox (or your steady window manager, or shortcut editor)&lt;br /&gt;
 * xvkbd (or anything, that allows you to type something into an active window / program, as came from stdin)&lt;br /&gt;
winder windows:&lt;br /&gt;
 *a good (free) program, that can do the same, and supports special characters&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox ===&lt;br /&gt;
&lt;br /&gt;
Fluxbox is a tiny window manager, that allows a lot of powerful customization. If you don't want to install fluxbox just for this, you should look for other solutions in your distro (KDE / Gnome). If you use / successfully setup fluxbox [[http://fluxbox.org/help]] you only need to edit .fluxbox/keys files. This contains the keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Mod1 means windows / command funciton key (If you use keychains, the order of the modificators seems important :( )&lt;br /&gt;
 Mod4 means alt &lt;br /&gt;
 m is for the key m (so this will be windows + alt + m (special enough not to used in any other application &lt;br /&gt;
 (this is important, because if fluxbox is intercepting a hotkey, it not pass along to the active application!))&lt;br /&gt;
 None the following combinations are not using modifications keys (Important: use your last key in keychain as &lt;br /&gt;
 non-modified key, or a big enough delay, or else your macro input will be applied to the modifier, you currently &lt;br /&gt;
 pressing (see below))&lt;br /&gt;
 d is for key D (like Dwarf Fortress)&lt;br /&gt;
 b is for key B (as bedroom)&lt;br /&gt;
 : means, that this is the end of key combinations, and from here the command to apply.&lt;br /&gt;
&lt;br /&gt;
So, to start this particular keychain (hotkey), '''(windows + alt + m) d b'''&lt;br /&gt;
&lt;br /&gt;
 :ExecCommand  tells fluxbox, to execute the followings&lt;br /&gt;
&lt;br /&gt;
 xvkbd this the virtual keyboard we will use&lt;br /&gt;
 -text tells xvkbd to don't display the virtual keyboard, just get the input from command line &lt;br /&gt;
 (there's file input is available, but it does not support special keys so easily)&lt;br /&gt;
 &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot; This is the input, we will pass to &lt;br /&gt;
 Dwarf Fortress (which will press r, and gives 12 + and a final enter)&lt;br /&gt;
 The begining '''\D2''' commands xvkbd to wait 2*100ms. You might want to play with this, but I found, &lt;br /&gt;
 that I need this, because the first input key is not passed always otherwise.&lt;br /&gt;
&lt;br /&gt;
The + is used on keypad under DF, we access this by \[]. The enter is also a special character, used by \r. You might want to take a peek into the xvkbd's man page for some special keys.&lt;br /&gt;
&lt;br /&gt;
So what this macro does at all:&lt;br /&gt;
if you press: if you have large bedroom, and you don't want to make the boring task to create a large bedroom for all the beds, you can manage the bed by '''q''' (task and preferences in DF), and then press '''(windows + alt + m) d b''', which will give the order of '''r''' ++++++++++++ and an enter.&lt;br /&gt;
&lt;br /&gt;
=== Trouble shooting ===&lt;br /&gt;
&lt;br /&gt;
* My first characters are missing from the input&lt;br /&gt;
** - You have most probably insufficient delay at the start of the text. Try a bigger number, or a delay at all ('''\D2''') &lt;br /&gt;
* My macro fails / I cannot get it work at, and not even prints into a textbox.&lt;br /&gt;
** - You might have a last keychain key with a modifier. &lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
  This will most probably not give you any output, or even worst, start a few other applications. This is because the &lt;br /&gt;
  keyboard interface is behaving additively. This means, if you plug 2 keyboards, and press a key on one of them, and &lt;br /&gt;
  press another on the other one, the OS will see as both of them pressed. So, if you press on your keyboard Mod1 + Mod4, &lt;br /&gt;
  and sending a stream of keys on the other, they will add up, and you will end up, as you typed the '''Hellow World''' &lt;br /&gt;
  with Mod1 + Mod4 pressed (Windows + Alt).&lt;br /&gt;
  Solutions:&lt;br /&gt;
  **Set a big enough delay at the beginning of your string ('''\D5Hello World'''), so you can release them.&lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;\D5Hello World&amp;quot;'''&lt;br /&gt;
  **Set the hotkey to a keychain that ends with a non-modified key&lt;br /&gt;
  '''Mod1 Mod4 m None b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
=== Some useful macros with a short description ===&lt;br /&gt;
&lt;br /&gt;
* Quick resizes a (bed)room (from the 'q' and set into cursored the bed)&lt;br /&gt;
 '''Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d b'''&lt;br /&gt;
&lt;br /&gt;
* Quick resizes 6 (bed)room, that are inline to the right with a distance of 2 title.&lt;br /&gt;
 '''Mod1 Mod4 m None d v :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d v'''&lt;br /&gt;
 b  b  b  b  b  b  x (and the cursor will be stopped at the next item)&lt;br /&gt;
&lt;br /&gt;
* Mass selector. It selects a lot of items from a list ((enter then down) * 39) (this is about 3 page down)) I use this particular macro to sell Junk to traders, without selling the bins. ''(If you select the bin, and then select any item for trading, the bin will be deselected.)''&lt;br /&gt;
 '''Mod1 Mod4 m None d t :ExecCommand xvkbd -text &amp;quot;\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d t'''&lt;br /&gt;
 Warning, if you sell ~20 finished goods bins' contents, then you may expect that &lt;br /&gt;
 the merchants will pack up for a while (probably for a few months).&lt;br /&gt;
&lt;br /&gt;
* Quick macro to build a repeating pattern. For example, you want to build a bedroom, where the dwarf's items are 2 titles apart (6 of them). Will select the first available item, so if there's something, you don't want to used, forbid them (coffers / bags).&lt;br /&gt;
 '''Mod1 Mod4 m None d 3 :ExecCommand xvkbd -text &amp;quot;\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 Build menu, and select the item, you want to build (with /*-+, not the keycode!, otherwise you end up &lt;br /&gt;
 one wanted item, and 5 other armor stands) '''Windows + Alt + m d 3'''&lt;br /&gt;
&lt;br /&gt;
Feel free, to add your own macros.&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Grate&amp;diff=165327</id>
		<title>v0.34:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Grate&amp;diff=165327"/>
		<updated>2012-03-01T21:19:01Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a [[furniture]]-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labor]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), [[Metal|metal bar]]s (with the [[blacksmithing]] labor at a [[forge]]), or [[glass]] (with the [[glassmaking]] labor at a [[glass furnace]]).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a [[fortification]], but with two differences:&lt;br /&gt;
* It is a [[building]] instead of a [[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 [[lever]] or [[pressure plate]]. Once linked, it works like a linked [[door]] which doesn't stop fluids, [[arrow]]s or [[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 [[creature]] and item movement like a [[floor hatch]], but it lets [[water]], [[magma]], &amp;lt;s&amp;gt;and ranged attacks&amp;lt;/s&amp;gt; through like an open tile. &amp;lt;s&amp;gt;It doesn't block line of sight&amp;lt;/s&amp;gt;. 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 [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a [[wall]], [[floor]], etc) if they are to be supported over empty space, not (just) other grates.  Floor grates can also be placed directly on top of a non-constructed floor or [[stair]]case, rather than empty space, in which case it doesn't need any support next to it.&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;
[[Stockpile]]s cannot be placed over floor grates.&lt;br /&gt;
&lt;br /&gt;
Like [[bridge]]s and [[floor hatch]]es, floor grates will mark areas beneath them as being &amp;quot;inside&amp;quot;, even if they are retracted.&lt;br /&gt;
&lt;br /&gt;
If a floor grate is place right on top of a [[soil]] floor or [[mud]]dy floor it will prevent [[grass]], [[shrub]]s and [[tree|saplings]] from growing.&lt;br /&gt;
&lt;br /&gt;
Floor grates do not block [[fishing]] or taking water directly from a [[activity zone#Water_Source|water source]], nor do they block collecting [[sand]] or [[clay]], though they do prevent [[well]]s from working if between the well and the water.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical/horizontal [[bars]] seem to be functionally identical to wall/floor grates. The only notable difference between grates and bars is that grates are finished goods (which must be produced from raw materials) and have [[quality]] levels (and thus boost your fortress's architecture value significantly), while bars are simply raw materials that can be thrown into place at a moment's notice and then deconstructed later should they be needed later for other jobs.&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;
* If you wish to construct a multi strip of floor grate + floor, make sure, the floor is layed first. Otherwise you may experience the floor tearing the floor grates down in a collapse, if a floor title is attached to a floor grate, and no floor title is holding it.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Creatures and dwarves pushed by water flow can be pushed through wall grates.  {{Bug|5458}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Grate&amp;diff=165326</id>
		<title>v0.34:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Grate&amp;diff=165326"/>
		<updated>2012-03-01T21:18:31Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a [[furniture]]-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labor]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), [[Metal|metal bar]]s (with the [[blacksmithing]] labor at a [[forge]]), or [[glass]] (with the [[glassmaking]] labor at a [[glass furnace]]).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a [[fortification]], but with two differences:&lt;br /&gt;
* It is a [[building]] instead of a [[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 [[lever]] or [[pressure plate]]. Once linked, it works like a linked [[door]] which doesn't stop fluids, [[arrow]]s or [[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 [[creature]] and item movement like a [[floor hatch]], but it lets [[water]], [[magma]], &amp;lt;s&amp;gt;and ranged attacks&amp;lt;/s&amp;gt; through like an open tile. &amp;lt;s&amp;gt;It doesn't block line of sight&amp;lt;/s&amp;gt;. 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 [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a [[wall]], [[floor]], etc) if they are to be supported over empty space, not (just) other grates.  Floor grates can also be placed directly on top of a non-constructed floor or [[stair]]case, rather than empty space, in which case it doesn't need any support next to it.&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;
[[Stockpile]]s cannot be placed over floor grates.&lt;br /&gt;
&lt;br /&gt;
Like [[bridge]]s and [[floor hatch]]es, floor grates will mark areas beneath them as being &amp;quot;inside&amp;quot;, even if they are retracted.&lt;br /&gt;
&lt;br /&gt;
If a floor grate is place right on top of a [[soil]] floor or [[mud]]dy floor it will prevent [[grass]], [[shrub]]s and [[tree|saplings]] from growing.&lt;br /&gt;
&lt;br /&gt;
Floor grates do not block [[fishing]] or taking water directly from a [[activity zone#Water_Source|water source]], nor do they block collecting [[sand]] or [[clay]], though they do prevent [[well]]s from working if between the well and the water.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical/horizontal [[bars]] seem to be functionally identical to wall/floor grates. The only notable difference between grates and bars is that grates are finished goods (which must be produced from raw materials) and have [[quality]] levels (and thus boost your fortress's architecture value significantly), while bars are simply raw materials that can be thrown into place at a moment's notice and then deconstructed later should they be needed later for other jobs.&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;
* If you wish to construct a multi strip of floor grate + floor, make sure, the floor is layed first. Otherwise you may experience the floor tearing the floor grates down in a collapse.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Creatures and dwarves pushed by water flow can be pushed through wall grates.  {{Bug|5458}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165280</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165280"/>
		<updated>2012-02-29T22:09:41Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Some useful macros with a short description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Macros and Keymaps ===&lt;br /&gt;
&lt;br /&gt;
In this context the macro is mean a set of keystrokes / input from the player. Keymap is a set of special key combinations to get special function, or shorten input.&lt;br /&gt;
&lt;br /&gt;
What this is good for?&lt;br /&gt;
Did you had a migrants of 20 or more, and you were in trouble of make enough accommodations for them, before they got unhappy thoughts? Were you bored, by the repetitive creation of of a big bedroom? Not to worry anymore, it's possible to break down the task into much less interaction, and to speed up things.&lt;br /&gt;
&lt;br /&gt;
What you need:&lt;br /&gt;
under linux:&lt;br /&gt;
 * fluxbox (or your steady window manager, or shortcut editor)&lt;br /&gt;
 * xvkbd (or anything, that allows you to type something into an active window / program, as came from stdin)&lt;br /&gt;
winder windows:&lt;br /&gt;
 *a good (free) program, that can do the same, and supports special characters&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox ===&lt;br /&gt;
&lt;br /&gt;
Fluxbox is a tiny window manager, that allows a lot of powerful customization. If you don't want to install fluxbox just for this, you should look for other solutions in your distro (KDE / Gnome). If you use / successfully setup fluxbox [[http://fluxbox.org/help]] you only need to edit .fluxbox/keys files. This contains the keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Mod1 means windows / command funciton key (If you use keychains, the order of the modificators seems important :( )&lt;br /&gt;
 Mod4 means alt &lt;br /&gt;
 m is for the key m (so this will be windows + alt + m (special enough not to used in any other application &lt;br /&gt;
 (this is important, because if fluxbox is intercepting a hotkey, it not pass along to the active application!))&lt;br /&gt;
 None the following combinations are not using modifications keys (Important: use your last key in keychain as &lt;br /&gt;
 non-modified key, or a big enough delay, or else your macro input will be applied to the modifier, you currently &lt;br /&gt;
 pressing (see below))&lt;br /&gt;
 d is for key D (like Dwarf Fortress)&lt;br /&gt;
 b is for key B (as bedroom)&lt;br /&gt;
 : means, that this is the end of key combinations, and from here the command to apply.&lt;br /&gt;
&lt;br /&gt;
So, to start this particular keychain (hotkey), '''(windows + alt + m) d b'''&lt;br /&gt;
&lt;br /&gt;
 :ExecCommand  tells fluxbox, to execute the followings&lt;br /&gt;
&lt;br /&gt;
 xvkbd this the virtual keyboard we will use&lt;br /&gt;
 -text tells xvkbd to don't display the virtual keyboard, just get the input from command line &lt;br /&gt;
 (there's file input is available, but it does not support special keys so easily)&lt;br /&gt;
 &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot; This is the input, we will pass to &lt;br /&gt;
 Dwarf Fortress (which will press r, and gives 12 + and a final enter)&lt;br /&gt;
 The begining '''\D2''' commands xvkbd to wait 2*100ms. You might want to play with this, but I found, &lt;br /&gt;
 that I need this, because the first input key is not passed always otherwise.&lt;br /&gt;
&lt;br /&gt;
The + is used on keypad under DF, we access this by \[]. The enter is also a special character, used by \r. You might want to take a peek into the xvkbd's man page for some special keys.&lt;br /&gt;
&lt;br /&gt;
So what this macro does at all:&lt;br /&gt;
if you press: if you have large bedroom, and you don't want to make the boring task to create a large bedroom for all the beds, you can manage the bed by '''q''' (task and preferences in DF), and then press '''(windows + alt + m) d b''', which will give the order of '''r''' ++++++++++++ and an enter.&lt;br /&gt;
&lt;br /&gt;
=== Important mistakes ===&lt;br /&gt;
&lt;br /&gt;
* My first characters are missing from the input&lt;br /&gt;
** - You have most probably insufficient delay at the start of the text. Try a bigger number, or a delay at all ('''\D2''') &lt;br /&gt;
* My macro fails / I cannot get it work at, and not even prints into a textbox.&lt;br /&gt;
** - You might have a last keychain key with a modifier. &lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
  This will most probably not give you any output, or even worst, start a few other applications. This is because the &lt;br /&gt;
  keyboard interface is behaving additively. This means, if you plug 2 keyboards, and press a key on one of them, and &lt;br /&gt;
  press another on the other one, the OS will see as both of them pressed. So, if you press on your keyboard Mod1 + Mod4, &lt;br /&gt;
  and sending a stream of keys on the other, they will add up, and you will end up, as you typed the '''Hellow World''' &lt;br /&gt;
  with Mod1 + Mod4 pressed (Windows + Alt).&lt;br /&gt;
  Solutions:&lt;br /&gt;
  **Set a big enough delay at the beginning of your string ('''\D5Hello World'''), so you can release them.&lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;\D5Hello World&amp;quot;'''&lt;br /&gt;
  **Set the hotkey to a keychain that ends with a non-modified key&lt;br /&gt;
  '''Mod1 Mod4 m None b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
=== Some useful macros with a short description ===&lt;br /&gt;
&lt;br /&gt;
* Quick resizes a (bed)room (from the 'q' and set into cursored the bed)&lt;br /&gt;
 '''Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d b'''&lt;br /&gt;
&lt;br /&gt;
* Quick resizes 6 (bed)room, that are inline to the right with a distance of 2 title.&lt;br /&gt;
 '''Mod1 Mod4 m None d v :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d v'''&lt;br /&gt;
 b  b  b  b  b  b  x (and the cursor will be stopped at the next item)&lt;br /&gt;
&lt;br /&gt;
* Mass selector. It selects a lot of items from a list ((enter then down) * 39) (this is about 3 page down)) I use this particular macro to sell Junk to traders, without selling the bins. ''(If you select the bin, and then select any item for trading, the bin will be deselected.)''&lt;br /&gt;
 '''Mod1 Mod4 m None d t :ExecCommand xvkbd -text &amp;quot;\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d t'''&lt;br /&gt;
 Warning, if you sell ~20 finished goods bins' contents, then you may expect that &lt;br /&gt;
 the merchants will pack up for a while (probably for a few months).&lt;br /&gt;
&lt;br /&gt;
* Quick macro to build a repeating pattern. For example, you want to build a bedroom, where the dwarf's items are 2 titles apart (6 of them). Will select the first available item, so if there's something, you don't want to used, forbid them (coffers / bags).&lt;br /&gt;
 '''Mod1 Mod4 m None d 3 :ExecCommand xvkbd -text &amp;quot;\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 Build menu, and select the item, you want to build (with /*-+, not the keycode!, otherwise you end up &lt;br /&gt;
 one wanted item, and 5 other armor stands) '''Windows + Alt + m d 3'''&lt;br /&gt;
&lt;br /&gt;
Feel free, to add your own macros.&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bedroom_design&amp;diff=165276</id>
		<title>v0.31:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bedroom_design&amp;diff=165276"/>
		<updated>2012-02-29T21:29:11Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Fractal modified for 3d */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|02:13, 08 November 2010 (UTC)}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[dwarven economy]] kicks in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, or rented once the economy kicks in, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all -- but with the economy active, it will also have an absolute minimal rent, which makes it worth having a few such rooms set up. And, of course, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it. &lt;br /&gt;
&lt;br /&gt;
An additional refinement is to expand the room area of each bed to 3x3, deliberately causing them to overlap.  This lowers the value of each bed, which in turn lowers the rent and provides some low-rent housing for impoverished dwarves to stay -- it can drop as low as 7 coins depending on the arrangement.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value, particularly if the beds are packed into a mined out vein of valuable metal or gemstones.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=High density,single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. Additionally the rooms made this way can be used even after the economy activates since it is very easy to increase or decrease their value. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Three-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of six by seven squares. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.++-++.¦  ¦  ¦.++-++.¦  ¦  ¦.++-++.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---+---¦  ¦  ---+.+---  ¦  ¦---+---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. Hatches can be used between the individual bedrooms as vertical doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pair of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central stair case as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12games.com/forum/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
===Make placing furniture faster===&lt;br /&gt;
&lt;br /&gt;
If you chosen your design, and it's vertical / horizontal repetitive, you can use keyboard [[macros]] to place all the stuff you're dwarfs need.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=165172</id>
		<title>v0.34:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=165172"/>
		<updated>2012-02-27T23:13:09Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Caravan Delay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress [[Broker]] when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to visiting merchants, or to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a [[Trade depot]] is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
See the [[Trade depot]] article for more information on how to interact with it.&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:0}}&amp;quot;&amp;gt;'''Brown'''&amp;lt;/span&amp;gt; Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:1}}&amp;quot;&amp;gt;'''White'''&amp;lt;/span&amp;gt; Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Purple'''&amp;lt;/span&amp;gt; Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.{{Verify}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Green'''&amp;lt;/span&amp;gt; Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}}&amp;quot;&amp;gt;'''Red'''&amp;lt;/span&amp;gt; Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, a caravan from a different civilization ''may'' accept stolen goods without changing them first.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival.(5,000 in 0.31.25) You cannot offer items that were not made at your fortress; the traders do not want your spare goblin harvest clothes.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items - their refusal to accept back their wooden items is probably a bug which will be removed in a later release, though this has not been verified. It is also worth noting that in-game the only way to acquire wood is by chopping down trees, so it is likely that the elves have developed a method of growing and acquiring wood without killing trees which will be included in later development (unless they are just cutting down trees that have already died naturally).&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, '''no longer''' increases the Broker's relevant skills during the early game. {{Verify}}&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways) to the entrance of the fort and line this with traps; this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants) and wooden logs if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, whether stockpiled or utilized in buildings (such as wooden axles, water wheels, windmills, or workshops); thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival. &amp;lt;p&amp;gt; &amp;lt;!-- This puts a paragraph break into a list item --&amp;gt; This also seems to apply to elven caravans bringing [[cloth]] (except that cloth that's turned into [[clothing]], [[bag]]s or [[rope]] isn't counted).  So if you want elven caravans to ''stop'' bringing cloth, buy up all the cloth that the first few caravans bring and stash them somewhere.&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Elves will trade [[Tame]] exotic creatures; '''however,''' once purchased, these creatures will not show up on the Animal section of the [[Status]] screen if you do not have a [[Dungeon master]] (a noble position that is currently bugged).&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (ie. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one.&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left).  Liaisons allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however, those items will also be more expensive).  In turn, they will present a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
If a liaison is prevented from leaving, they will eventually go [[insane]]. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Our fortunes rise and fall together&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* is well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[lye]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
If an large amount of items is sold / offered to the caravan, it may take a while to load it all, specially, if you wish to keep the precious bins, and sell low value items, with low weight.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;*No one brings wagons, even if there is a clear path to your depot. {{bug|197}}&amp;lt;/s&amp;gt; solved&lt;br /&gt;
*Wild animals cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&amp;lt;small&amp;gt;Only aggressive animals?&amp;lt;/small&amp;gt;&lt;br /&gt;
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
*If you order your military to kill merchants from your own civilization, your soldiers will simultaneously become members ''and'' enemies of your civilization, resulting in a civil war within your fortress. When this happens, all current members of the fortress (excluding incoming migrants) will turn on each other yet they will still be seen as normal working dwarves in the status screens. This will only last for those who were alive ''during'' the attack, they will always be hostile to everyone including incoming migrants (yet they still do their jobs/ follow military orders and work as dwarves although they will interrupt other's work. They will not be shown as enemies in the Units screen).&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*If you destroy the Depot while they are unloaded you will get the leaving message but they will leave before the building is completely destroyed, so they will not reclaim any of their stuff because it is not available until the building is fully deconstructed. However any animals they had caged will only become friendly, you won't actually own them.&lt;br /&gt;
&lt;br /&gt;
If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165171</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165171"/>
		<updated>2012-02-27T23:05:35Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: Created page with &amp;quot;=== Macros and Keymaps ===  In this context the macro is mean a set of keystrokes / input from the player. Keymap is a set of special key combinations to get special function, or...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Macros and Keymaps ===&lt;br /&gt;
&lt;br /&gt;
In this context the macro is mean a set of keystrokes / input from the player. Keymap is a set of special key combinations to get special function, or shorten input.&lt;br /&gt;
&lt;br /&gt;
What this is good for?&lt;br /&gt;
Did you had a migrants of 20 or more, and you were in trouble of make enough accommodations for them, before they got unhappy thoughts? Were you bored, by the repetitive creation of of a big bedroom? Not to worry anymore, it's possible to break down the task into much less interaction, and to speed up things.&lt;br /&gt;
&lt;br /&gt;
What you need:&lt;br /&gt;
under linux:&lt;br /&gt;
 * fluxbox (or your steady window manager, or shortcut editor)&lt;br /&gt;
 * xvkbd (or anything, that allows you to type something into an active window / program, as came from stdin)&lt;br /&gt;
winder windows:&lt;br /&gt;
 *a good (free) program, that can do the same, and supports special characters&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox ===&lt;br /&gt;
&lt;br /&gt;
Fluxbox is a tiny window manager, that allows a lot of powerful customization. If you don't want to install fluxbox just for this, you should look for other solutions in your distro (KDE / Gnome). If you use / successfully setup fluxbox [[http://fluxbox.org/help]] you only need to edit .fluxbox/keys files. This contains the keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Mod1 means windows / command funciton key (If you use keychains, the order of the modificators seems important :( )&lt;br /&gt;
 Mod4 means alt &lt;br /&gt;
 m is for the key m (so this will be windows + alt + m (special enough not to used in any other application &lt;br /&gt;
 (this is important, because if fluxbox is intercepting a hotkey, it not pass along to the active application!))&lt;br /&gt;
 None the following combinations are not using modifications keys (Important: use your last key in keychain as &lt;br /&gt;
 non-modified key, or a big enough delay, or else your macro input will be applied to the modifier, you currently &lt;br /&gt;
 pressing (see below))&lt;br /&gt;
 d is for key D (like Dwarf Fortress)&lt;br /&gt;
 b is for key B (as bedroom)&lt;br /&gt;
 : means, that this is the end of key combinations, and from here the command to apply.&lt;br /&gt;
&lt;br /&gt;
So, to start this particular keychain (hotkey), '''(windows + alt + m) d b'''&lt;br /&gt;
&lt;br /&gt;
 :ExecCommand  tells fluxbox, to execute the followings&lt;br /&gt;
&lt;br /&gt;
 xvkbd this the virtual keyboard we will use&lt;br /&gt;
 -text tells xvkbd to don't display the virtual keyboard, just get the input from command line &lt;br /&gt;
 (there's file input is available, but it does not support special keys so easily)&lt;br /&gt;
 &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot; This is the input, we will pass to &lt;br /&gt;
 Dwarf Fortress (which will press r, and gives 12 + and a final enter)&lt;br /&gt;
 The begining '''\D2''' commands xvkbd to wait 2*100ms. You might want to play with this, but I found, &lt;br /&gt;
 that I need this, because the first input key is not passed always otherwise.&lt;br /&gt;
&lt;br /&gt;
The + is used on keypad under DF, we access this by \[]. The enter is also a special character, used by \r. You might want to take a peek into the xvkbd's man page for some special keys.&lt;br /&gt;
&lt;br /&gt;
So what this macro does at all:&lt;br /&gt;
if you press: if you have large bedroom, and you don't want to make the boring task to create a large bedroom for all the beds, you can manage the bed by '''q''' (task and preferences in DF), and then press '''(windows + alt + m) d b''', which will give the order of '''r''' ++++++++++++ and an enter.&lt;br /&gt;
&lt;br /&gt;
=== Important mistakes ===&lt;br /&gt;
&lt;br /&gt;
* My first characters are missing from the input&lt;br /&gt;
** - You have most probably insufficient delay at the start of the text. Try a bigger number, or a delay at all ('''\D2''') &lt;br /&gt;
* My macro fails / I cannot get it work at, and not even prints into a textbox.&lt;br /&gt;
** - You might have a last keychain key with a modifier. &lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
  This will most probably not give you any output, or even worst, start a few other applications. This is because the &lt;br /&gt;
  keyboard interface is behaving additively. This means, if you plug 2 keyboards, and press a key on one of them, and &lt;br /&gt;
  press another on the other one, the OS will see as both of them pressed. So, if you press on your keyboard Mod1 + Mod4, &lt;br /&gt;
  and sending a stream of keys on the other, they will add up, and you will end up, as you typed the '''Hellow World''' &lt;br /&gt;
  with Mod1 + Mod4 pressed (Windows + Alt).&lt;br /&gt;
  Solutions:&lt;br /&gt;
  **Set a big enough delay at the beginning of your string ('''\D5Hello World'''), so you can release them.&lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;\D5Hello World&amp;quot;'''&lt;br /&gt;
  **Set the hotkey to a keychain that ends with a non-modified key&lt;br /&gt;
  '''Mod1 Mod4 m None b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
=== Some useful macros with a short description ===&lt;br /&gt;
&lt;br /&gt;
* Quick resizes a (bed)room (from the 'q' and set into cursored the bed)&lt;br /&gt;
 '''Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d b'''&lt;br /&gt;
&lt;br /&gt;
* Quick resizes 6 (bed)room, that are inline to the right with a distance of 2 title.&lt;br /&gt;
 '''Mod1 Mod4 m None d v :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d v'''&lt;br /&gt;
 b  b  b  b  b  b  x (and the cursor will be stopped at the next item)&lt;br /&gt;
&lt;br /&gt;
* Quick select items at the trading depot. If you hate to sell the bins too (or trading with elves).&lt;br /&gt;
 '''Mod1 Mod4 m None d t :ExecCommand xvkbd -text &amp;quot;\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d t'''&lt;br /&gt;
 Warning, if you sell ~20 finished goods bins' contents, then you may expect that &lt;br /&gt;
 the merchants will pack up for a while (probably for a few months).&lt;br /&gt;
&lt;br /&gt;
* Quick macro to build a repeating pattern. For example, you want to build a bedroom, where the dwarf's items are 2 titles apart (6 of them). Will select the first available item, so if there's something, you don't want to used, forbid them (coffers / bags).&lt;br /&gt;
 '''Mod1 Mod4 m None d 3 :ExecCommand xvkbd -text &amp;quot;\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 Build menu, and select the item, you want to build (with /*-+, not the keycode!, otherwise you end up &lt;br /&gt;
 one wanted item, and 5 other armor stands) '''Windows + Alt + m d 3'''&lt;br /&gt;
&lt;br /&gt;
Feel free, to add your own macros.&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=165165</id>
		<title>v0.34:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=165165"/>
		<updated>2012-02-27T17:55:45Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Crossbows in Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:05, 27 September 2010 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
'''Crossbows''' can be made from [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a [[bowyer's workshop]] using the [[crossbow-making]] skill; metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill.&lt;br /&gt;
A dwarf will open fire at a range of '''20''' tiles, but the bolts may travel further and hit something by accident.&lt;br /&gt;
&lt;br /&gt;
== Crossbows in Ranged Combat ==&lt;br /&gt;
Crossbows use [[Bolt|bolts]] as their [[ammunition]]. The quality of the crossbow affects the accuracy of the shot, while the material of the crossbow is unimportant.&lt;br /&gt;
&lt;br /&gt;
== Crossbows in Melee ==&lt;br /&gt;
In melee combat, crossbows use the [[Hammerer]] skill. [[Cross-training]] your marksdwarves so that they can hold their own in a melee is advisable. Choosing a better material will, of course, result in a more damaging butt-stroke - but crossbows make a poor melee weapon anyway.&lt;br /&gt;
&lt;br /&gt;
== Hunters and Crossbows ==&lt;br /&gt;
[[ambusher|Hunters]] use crossbows to hunt with, and will automatically pick one up if they don't already have one.  They'll also carry a quiver and bolts.  You can modify their ammunition allotment using the [[Military_interface#Ammunition|Military screen]].&lt;br /&gt;
&lt;br /&gt;
Hunters will typically give up on hunting if they run out of ammunition, thus the material of their crossbows is unimportant.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Screw_pump&amp;diff=164678</id>
		<title>v0.34:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Screw_pump&amp;diff=164678"/>
		<updated>2012-02-22T22:00:32Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:05, 26 April 2011 (UTC)}}&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Trap component#Enormous corkscrew|Enormous corkscrew]]&lt;br /&gt;
* [[Pipe section]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[building]] that can lift liquids ([[water]] or [[magma]]) from one level below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
[[Water#Salt Water|Salt water]] pumped through a pump will desalinate and become drinkable, but only if the cistern has never contained salty water. [[Water#Stagnant Water|Stagnant water]] pumped through a pump will become clean, letting dwarves drink it without getting an unhappy [[thought]] and letting [[doctor]]s clean [[wound]]s without causing an [[Health care#Infection|infection]].  As with desalination, this only works if the cistern has never contained stagnant water.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[Trap component#Enormous corkscrew|enormous corkscrew]], a [[block]], and a [[pipe section]]. The construction itself is completed in two stages. First a dwarf with the [[architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be [[carpentry]], [[metalsmithing]], or [[masonry]], depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
To select pump, use keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|m}}, {{k|k}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.&lt;br /&gt;
&lt;br /&gt;
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw pump#Pump Stack|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the [[pump operator]] stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&lt;br /&gt;
The example shown in the infobox above &amp;quot;pumps from the north&amp;quot; (top) to the south (bottom).  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a [[grate]], floor [[bars]], or a [[construction|constructed]] [[fortification]] on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built between wall segments to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[gear assembly]] linked to a [[lever]] to disconnect the [[power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s); no [[axle]] or [[mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* Dwarves operating pumps do '''NOT''' generate power. Thus, one cannot use a single [[pump operator]] to power an entire pump stack.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[lever]] or [[pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[Pressure]])&lt;br /&gt;
* In order to safely pump magma, you must use [[magma-safe]] materials, though magma-unsafe metals have been observed to be safe unless the open tile is going to be submerged in magma. Wooden parts (except for [[nether-cap]]s) will burst into flames the instant the pump is activated, and magma-unsafe stone [[block]]s melt after a short time. Despite the requirement for magma-safe materials, the exterior of the pump does not heat up, and dwarves do not mind operating a magma pump directly.&lt;br /&gt;
* Magma, which normally has no pressure, will behave as though pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* The liquid in a pump's intake tile must have a depth of at least 2/7 for the pump to be able to remove any amount of liquid from it.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (as with a cave-in or magma cooling into obsidian) the pump will still run but not pump any fluid.&lt;br /&gt;
* If a pump's output tile contains magma and the pump is pumping water or vice versa, the output tile will be turned into [[obsidian]].&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the impassable tile of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the pump's z-level further down the line (where you were planning your magma forges, for example.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack.''']]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer.''']]&lt;br /&gt;
[[File:Pumpstack.gif|thumb|right|'''Animation showing the general construction using an isometric projection.''']]&lt;br /&gt;
&lt;br /&gt;
A Pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-[[magma-safe]] parts can cause an entire magma pump stack to spontaneously disassemble.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level (often the [[magma sea]]) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative [[waterfall]] (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.  &lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
As an alternative to a large reservoir, it is also possible to combine a [[Dwarven Atom Smasher]] with the top layer of the Pump Stack to create a &amp;quot;vacuum cleaner&amp;quot; of sorts.&lt;br /&gt;
&lt;br /&gt;
====Tips====&lt;br /&gt;
&lt;br /&gt;
* Ramps can be used in place of channeling. Liquids will transmit through ramps, unlike stairs, and when pumps are constructed they annihilate the ramp they're built on much as walls do. Power will still be transmitted, so they don't need to be removed by miners prior to pump construction. Ramps make it virtually impossible to strand your miners and allow the stack to be dug out using only access doorways on the intake side of the pump, so no construction or doors are later needed to eliminate leaks. A pump stack can be very rapidly carved out with this method as even if a miner/builder is trapped on the containment side of a pump, they can walk up the ramp to the intake side of the pump above and walk out.&lt;br /&gt;
* Power can be transmitted to the stack by channeling out the tile directly above the intake (light) tile of the topmost pump and mounting a gear assembly. If the gear assembly is supported by an adjacent gear assembly or horizontal axle on a stable floor (be careful to not have that adjacent gear assembly disengage via lever), this will allow the stack to hang from the gear assembly. If a lower pump needs to be removed, or should self-destruct, the problem of the entire pump stack disassembling described above is eliminated. Further, if the supported gear assembly is built first, the pump stack can be built both from the top and bottom simultaneously, halving construction time, assuming that sufficient attention is paid to make sure that the pumps will align with the proper orientation when the two partial stacks meet. Properly channeling/ramping out the stack should ensure this.&lt;br /&gt;
* When pumping water or magma, make sure any underground soil tiles on the containment side of the stack are covered with a [[construction|constructed]] floor or [[fortification]] to prevent subterranean trees from growing and blocking flow of the stack. The material need not be magma-safe, and fortifications have the added advantage that, when used with water, they will never become muddy.&lt;br /&gt;
&lt;br /&gt;
===Improved Magma Pump Stack===&lt;br /&gt;
&lt;br /&gt;
Because a pump stack pumping magma is known to cause significant [[Maximizing_framerate|lag]], a [http://www.bay12forums.com/smf/index.php?topic=72296.0 new type of pump stack] was developed by [http://www.bay12forums.com/smf/index.php?action=profile;u=19835 NecroRebel] that causes a much smaller drop in [[FPS]].  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer hypothesizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no improvement for water pumps.&lt;br /&gt;
&lt;br /&gt;
====Newer Magma Pump Breakthroughs====&lt;br /&gt;
&lt;br /&gt;
Newer breakthroughs in magma pump design has since made the 3x3 reservoir design obsolete.&lt;br /&gt;
NecroRebel has tested a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1772802#msg1772802 1x3 head-over-tail variation] (which is very similar to [[Screw_pump#Pump_stack|the typical 1 by 1 pump stack]]) as well as a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1795907#msg1795907 2x3 head-over-head variation]. Both of these new designs require less space and work as effective as his original 3x3 reservoir head-over-head design, with no significant drop in FPS. The 1x3 head-over-tail design has the advantages of requiring the least amount of space and being simple to refit from the standard 1 by 1 water pump stack.&lt;br /&gt;
&lt;br /&gt;
====Some other Notes====&lt;br /&gt;
&lt;br /&gt;
* If pump is not used for a time, and the title under dries up, on some rare occasions a tree can grow under the intake. Pumps don't like this (maybe the tree's branches (mushroom's hat) plug the pump), and will not work.&lt;br /&gt;
* If a pump output is not directed, and the water is flowing everywhere around, than the pumping dwarf can easily scared of the splashing waves. (Trying to drain a lake?)&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Grimeling&amp;diff=164362</id>
		<title>v0.34:Grimeling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Grimeling&amp;diff=164362"/>
		<updated>2012-02-19T23:26:49Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:32, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Very tough monster, avoid combat with unexperienced dwarves. Very difficult to kill with smashing weapons, best to just chop its head off.&lt;br /&gt;
&lt;br /&gt;
Unarmored, civilian dwarf have no chance. However a common metal armor make an excellent protection. After quipping your soldiers with metal armor it's very good for combat practice, even with training weapons. I tried with 4 soldier against 1 Grimeling. Will give you quite an arena show for your money, so be prepared to have the heavy dwarf ready, when your trainingies getting tired. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ogre&amp;diff=164361</id>
		<title>v0.31:Ogre</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ogre&amp;diff=164361"/>
		<updated>2012-02-19T23:06:59Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:53, 14 September 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&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;
'''Ogres''' are huge, violent humanoids found in evil plains. They are highly aggressive, able to destroy buildings and strong enough to make short work of [[dog|war dogs]] and inexperienced dwarves. Ogres usually appear in groups of 1-3, which can prove a deadly threat to a new fortress. An attack by ogres in the very beginning will make short work of most unprepared embarking attempts.&lt;br /&gt;
Ogres are now also seen in sieges, where goblins may bring them instead of trolls. It is interesting to note that a clothed ogre is a lot tougher than a troll, as in able to often shrug off masterfully wielded, masterwork steel battleaxe strikes.  &lt;br /&gt;
&lt;br /&gt;
Ogres, Ogresses are easy to give in to pain, from a couple of bone bolts.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Grimeling&amp;diff=164360</id>
		<title>v0.34:Grimeling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Grimeling&amp;diff=164360"/>
		<updated>2012-02-19T23:01:57Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:32, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Very tough monster, avoid combat with unexperienced dwarves. Very difficult to kill with smashing weapons, best to just chop its head off.&lt;br /&gt;
&lt;br /&gt;
Unarmored, civilian dwarf have no chance. However a common metal armor make an excellent protection. After quipping your soldiers with metal armor it's very good for combat practice, even with training weapons. I tried with 4 soldier against 1 Grimeling.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149789</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149789"/>
		<updated>2011-05-31T21:16:46Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Garbage Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.&lt;br /&gt;
&lt;br /&gt;
Only tiles '''adjacent''' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.&lt;br /&gt;
&lt;br /&gt;
:Notes&lt;br /&gt;
* Garbage dumps are great space savers, becuase can hold infinite items on one title. If the dump is designated inside a workshop, it does not even cluttered because of this.&lt;br /&gt;
* It may be a good idea, to set a garbage dump in a stone workshop, than fill it with nearby stones. Reclaim them {{k|d}}{{k|b}}{{k|c}}, but make sure, that your dwarfs will not haul them into a far stone stockpile.&lt;br /&gt;
* However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per the intended behavior, items will be dumped into the magma.&lt;br /&gt;
* If you designate an area {{k|d}}{{k|b}}{{k|d}} to dump, please notice, everything in that area will be dumped, starting from the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven flour, than both the barrel, bag, and flour will be designated for dump, and the order will be: flour (you will lose any milled plant / liquid if hauled from the container), bag, barrel.&lt;br /&gt;
* if you want to quick sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one {{k|k}}{{k|d}}), and all your barrels are inside the garbage dump, you can area dump it {{k|d}}{{k|b}}{{k|d}} making your dwarfs to run much less. (Technicall they should just stay still, and unload the contents). After you finished (and redesignated your new plant specific stockpiles), claim your plants and barrels {{k|d}}{{k|b}}{{k|c}}.&lt;br /&gt;
* If you designated items for dumping, but forget to mark an active garbage dump, your dwarfs will continue hauling / using the item, till an active garbage dump is marked.&lt;br /&gt;
&lt;br /&gt;
== Pen/{{L|Pasture}} ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically.  As of version .31.19, many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[Catsplosion|catsplosions]].&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond through the {{k|P}} menu.  A dwarf will lead the beast to the ramp or hole and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures).&lt;br /&gt;
&lt;br /&gt;
Note that not all hostile creatures can safely be dragged to a pit opening. Large creatures and thieves/snatchers will escape on being released from their cage. See {{L|Mass pitting}} for more information on pit design involving hostile creatures.&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
Specifying a pond zone is one technique used for {{L|irrigation}}, in order to make {{L|mud}} for {{L|farming}} on areas without soil.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the [[ceramic industry|ceramics industry]].&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149788</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149788"/>
		<updated>2011-05-31T21:15:02Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Notes */&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;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you wish to remove a floor piece, that is linked to a grate, make sure, that your dwarf, that outcarries the job, does not stands on the grate, or remove all grates first. If it happens, the grate will loose the hold, and fall (with your uncarefull dwarf), and can experience the famous quation: &amp;quot;Not the gravity kills you. It's the sudden stop.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149786</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149786"/>
		<updated>2011-05-31T19:12:03Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Bars vs. Grates */&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;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you wish to remove a floor piece, that is linked to a grate, make sure, that your dwarf, that outcarries the job, does not stands on the grate title. If it happens, the grate will loose the hold, and fall (with your uncarefull dwarf), and can experience the famous quation: &amp;quot;Not the gravity kills you. It's the sudden stop.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Domestic_animal&amp;diff=149651</id>
		<title>v0.31:Domestic animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Domestic_animal&amp;diff=149651"/>
		<updated>2011-05-26T22:38:47Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:12, 27 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Domestic {{L|animal}}s are creatures that can be used by dwarves one way or another without taming or training, usually for security or food. Distinguished by having the [COMMON_DOMESTIC] tag in the {{L|raw file|raws}}, they can be bought at {{L|embark}} or {{L|trade}}d for with {{L|caravan}}s.  Wild versions of domesticated animals (horses, muskoxen, etc) can be {{L|tame}}d and used normally.&lt;br /&gt;
&lt;br /&gt;
Every embark starts with two free domestic '''draft animals''' which pulls the {{L|Wagon (embark)|wagon}} to the fortress site.  This can be any of the animals in the list below with the [WAGON_PULLER] tag (Horses, Yaks and Water Buffalos) which are available at embark. Embarking with a sufficient quantity of goods can result in multiple wagons, each of which comes with another two animals.  A fortress has no use for wagons after embark except, so these animals can be slaughtered or kept for breeding and making your dwarves {{L|preferences|happy}} as pets. The wagons can be deconstructed for {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
The player may choose which gender of animals to bring at embark. Only one male is necessary for breeding. {{L|cat|Depending on the animal}}, you may wish to limit breeding altogether.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic mammals ==&lt;br /&gt;
When butchered, all adult domestic mammals yield one {{L|skull}} and one {{L|leather|raw hide}}.  All milkable mammals give the same value {{L|milk}} and appear to be milkable at the same frequency.  The embark costs shown apply to both adults and juveniles of either sex.&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;|All domestic poultry reach adulthood in 1 year and cost 6{{L|currency|☼}} at embark &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Embark cost&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Pet value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Size when full-grown&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Horns + hooves&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Milkable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Shearable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Grazer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Alpaca}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|857&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Cavy}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|800&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|75,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Commonly called ''guinea pigs''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Cat}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;| -&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Adopts owners.  Hunts {{L|vermin}}.  Beware {{L|Catsplosion}}!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Cow}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|151&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|600,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Dog}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;| -&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Kennel|Trainable}} as war dogs or hunting dogs, which can also be bought for 31☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Donkey}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Goat}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Horse}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|120&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Llama}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|180,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|36&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|333&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Mule}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|400,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|34&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Sterile in real life; all male in Dwarf Fortress&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Pig}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Sheep}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8 or 10&amp;lt;sup&amp;gt;@&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4 or 6&amp;lt;sup&amp;gt;@&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Rabbit}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|120,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Reindeer}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|130,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|28&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|461&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|water_buffalo|Water Buffalo}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Yak}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|700,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|86&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Gives a crude estimate of ability in combat, and thus danger to hunters.  This number comes from the raws, so it might also be a better estimate of butchering results than the dodgy numbers from this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and offal.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Maximum reported in infoboxes in this wiki, April 2011. Strongly influenced by individual attributes, especially for larger animals. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; A lower number means the animal needs to graze more often, and will thus need a larger {{L|pasture}}.  Cats and dogs have the [CARNIVORE] tag and do not graze or require pasture.&amp;lt;br&amp;gt;&lt;br /&gt;
:@ The higher number is for rams.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic poultry == &amp;lt;!-- Linked from Egg production and poultry articles --&amp;gt;&lt;br /&gt;
All domestic poultry have a {{L|pet}} value of 10 and cost 6{{L|currency|☼}} at embark.  Blue peafowl, geese, and guinea fowl reach adolescence at six months and are full-grown after one year; ducks, chickens and turkeys reach adolescence at one year and are full-grown after two years.  When butchered, all full-grown poultry yield one {{L|skull}}; those that yield bones also yield a {{L|leather|raw hide}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;text-align:center;&amp;quot;|All domestic poultry reach adulthood in 1 year and cost 6{{L|currency|☼}} at embark &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Min. eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max. eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Avg. eggs&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Egg size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Years til full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Size when full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Blue peafowl}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|102&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Chicken}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|62&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Duck}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|52&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Goose}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|152&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17-18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Guineafowl}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Turkey}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|87&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|19&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Estimate based on mean of minimum and maximum clutch sizes.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and intestines.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Reported in infoboxes in this wiki, April 2011.  Might be influenced by individual attributes. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes ==&lt;br /&gt;
* It seems that for some reason, there's a natural contraceptive. This is causing, that only one nest will hatch once, so the other eggs must &amp;quot;rehatch&amp;quot;. This means, if you have a room, with 10 nests, full of chicken eggs (layed the same time), only one nest will hatch, the other have to wait the next few months to hatch. This means, that {{L|catsplosion#Birdsplosion|chickensplosion}} is reduced greatly.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Domestic_animal&amp;diff=149650</id>
		<title>v0.31:Domestic animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Domestic_animal&amp;diff=149650"/>
		<updated>2011-05-26T22:37:25Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Comparison of domestic poultry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:12, 27 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Domestic {{L|animal}}s are creatures that can be used by dwarves one way or another without taming or training, usually for security or food. Distinguished by having the [COMMON_DOMESTIC] tag in the {{L|raw file|raws}}, they can be bought at {{L|embark}} or {{L|trade}}d for with {{L|caravan}}s.  Wild versions of domesticated animals (horses, muskoxen, etc) can be {{L|tame}}d and used normally.&lt;br /&gt;
&lt;br /&gt;
Every embark starts with two free domestic '''draft animals''' which pulls the {{L|Wagon (embark)|wagon}} to the fortress site.  This can be any of the animals in the list below with the [WAGON_PULLER] tag (Horses, Yaks and Water Buffalos) which are available at embark. Embarking with a sufficient quantity of goods can result in multiple wagons, each of which comes with another two animals.  A fortress has no use for wagons after embark except, so these animals can be slaughtered or kept for breeding and making your dwarves {{L|preferences|happy}} as pets. The wagons can be deconstructed for {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
The player may choose which gender of animals to bring at embark. Only one male is necessary for breeding. {{L|cat|Depending on the animal}}, you may wish to limit breeding altogether.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic mammals ==&lt;br /&gt;
When butchered, all adult domestic mammals yield one {{L|skull}} and one {{L|leather|raw hide}}.  All milkable mammals give the same value {{L|milk}} and appear to be milkable at the same frequency.  The embark costs shown apply to both adults and juveniles of either sex.&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;|All domestic poultry reach adulthood in 1 year and cost 6{{L|currency|☼}} at embark &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Embark cost&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Pet value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Size when full-grown&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Horns + hooves&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Milkable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Shearable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Grazer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Alpaca}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|857&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Cavy}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|800&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|75,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Commonly called ''guinea pigs''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Cat}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;| -&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Adopts owners.  Hunts {{L|vermin}}.  Beware {{L|Catsplosion}}!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Cow}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|151&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|600,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Dog}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;| -&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Kennel|Trainable}} as war dogs or hunting dogs, which can also be bought for 31☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Donkey}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Goat}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Horse}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|120&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Llama}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|180,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|36&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|333&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Mule}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|400,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|34&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Sterile in real life; all male in Dwarf Fortress&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Pig}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|?&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Sheep}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8 or 10&amp;lt;sup&amp;gt;@&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4 or 6&amp;lt;sup&amp;gt;@&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Rabbit}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|120,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Reindeer}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|130,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|28&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|461&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|water_buffalo|Water Buffalo}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|{{L|Yak}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|700,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|86&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Gives a crude estimate of ability in combat, and thus danger to hunters.  This number comes from the raws, so it might also be a better estimate of butchering results than the dodgy numbers from this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and offal.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Maximum reported in infoboxes in this wiki, April 2011. Strongly influenced by individual attributes, especially for larger animals. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; A lower number means the animal needs to graze more often, and will thus need a larger {{L|pasture}}.  Cats and dogs have the [CARNIVORE] tag and do not graze or require pasture.&amp;lt;br&amp;gt;&lt;br /&gt;
:@ The higher number is for rams.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic poultry == &amp;lt;!-- Linked from Egg production and poultry articles --&amp;gt;&lt;br /&gt;
All domestic poultry have a {{L|pet}} value of 10 and cost 6{{L|currency|☼}} at embark.  Blue peafowl, geese, and guinea fowl reach adolescence at six months and are full-grown after one year; ducks, chickens and turkeys reach adolescence at one year and are full-grown after two years.  When butchered, all full-grown poultry yield one {{L|skull}}; those that yield bones also yield a {{L|leather|raw hide}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;text-align:center;&amp;quot;|All domestic poultry reach adulthood in 1 year and cost 6{{L|currency|☼}} at embark &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Min. eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max. eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Avg. eggs&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Egg size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Years til full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Size when full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Blue peafowl}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|102&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Chicken}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|62&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Duck}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|52&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Goose}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|152&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17-18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Guineafowl}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|{{L|Turkey}}&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|87&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|19&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Estimate based on mean of minimum and maximum clutch sizes.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and intestines.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Reported in infoboxes in this wiki, April 2011.  Might be influenced by individual attributes. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes ==&lt;br /&gt;
* It seems that for some reason, there's a natural contraceptive. This is causing, that only one nest will hatch once, so the other eggs must &amp;quot;rehatch&amp;quot;. This means, if you have a room, with 10 nests, full of chicken eggs (layed the same time), only one nest will hatch, the other have to wait the next few months to hatch. This means, that {{L|chickenplosion}} is reduced greatly.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149626</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149626"/>
		<updated>2011-05-25T21:21:04Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&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|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
* {{L|Hair}}&lt;br /&gt;
* {{L|Wool}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a '''refuse''' stockpile nearby beforehand.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|Skin, Scale, and Chitin &lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} &lt;br /&gt;
|Spun into {{L|thread}}, but not weaved into {{L|cloth}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|Spun into {{L|Yarn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back, or tame animals you chose for slaughter.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
*Produce skin for leather.&lt;br /&gt;
*Produce bones for bolts.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
=== Difference between slaughter and butcher ===&lt;br /&gt;
&lt;br /&gt;
A tamed animal can be marked for slaughtering. This means, the butcher leads the animal to the butcher shop, and butcher it in an instance. There's no time to process the body, the body parts just &amp;quot;explodes&amp;quot; out of the animal. If you have some corpse for butchering, your butcher hauls it into the butcher's shop, and starts the slicing / dicing. This may take a while, depending on how cluttered the workshop.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|labor}} enabled.&lt;br /&gt;
*There's some huge animals, that clutters your workshop. Yak, cow, horse. This means, a single animal can clutter your butcher workshop, or just the bones, skull other workshops. Be prepared for that.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.&lt;br /&gt;
*Some tamed animals may seem to be unbutcherable, such as those that die of starvation.&lt;br /&gt;
*Tamed birds may leave only a skull, if they have not fully reached adulthood. For more info see the [[Domestic_animal|Domesticated animals page]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149625</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149625"/>
		<updated>2011-05-25T21:19:02Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Helpful Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&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|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
* {{L|Hair}}&lt;br /&gt;
* {{L|Wool}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a '''refuse''' stockpile nearby beforehand.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|Skin, Scale, and Chitin &lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} &lt;br /&gt;
|Spun into {{L|thread}}, but not weaved into {{L|cloth}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|Spun into {{L|Yarn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back, or tame animals you chose for slaughter.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
*Produce skin for leather.&lt;br /&gt;
*Produce bones for bolts.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
=== Difference between slaughter and butcher ===&lt;br /&gt;
&lt;br /&gt;
A tamed animal can be marked for slaughtering. This means, the butcher leads the animal to the butcher shop, and butcher it in an instance. There's no time to process the body, the body parts just &amp;quot;explodes&amp;quot; out of the animal. If you have some corpse for butchering, your butcher hauls it into the butcher's shop, and starts the slicing / dicing. This may take a while, depending on how cluttered the workshop.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|labor}} enabled.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.&lt;br /&gt;
*Some tamed animals may seem to be unbutcherable, such as those that die of starvation.&lt;br /&gt;
*Tamed birds may leave only a skull, if they have not fully reached adulthood. For more info see the [[Domestic_animal|Domesticated animals page]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Horse&amp;diff=149624</id>
		<title>v0.31:Horse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Horse&amp;diff=149624"/>
		<updated>2011-05-25T21:09:40Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:23, 7 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=13&lt;br /&gt;
|meat=9-10&lt;br /&gt;
|fat=8-9&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|hoof=4&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Horses''' are {{L|domestic animal}}s, and can often be seen in {{L|caravan}}s pulling {{L|wagon}}s. In addition to producing a large amount of {{L|meat}}, {{L|fat}} and {{L|bone}}s when {{L|butcher}}ed, horses can also be {{L|milker|milked}} and serve as a viable base for a {{L|cheese}} industry. {{L|dwarf|Dwarves}} cannot ride horses, but {{L|human}}s and {{L|elf|elves}} can. They require a {{l|pasture}} to survive.&lt;br /&gt;
&lt;br /&gt;
Horses can be bought before embarking, but are quite expensive. Horses are sometimes brought along by {{L|Immigration|immigrants}}, as {{L|pet}}s or strays.  Horses also occur very often as wild animals in herds. They are non-aggressive and will avoid dwarves, but an inexperienced {{L|hunter}} who engages them in melee will soon find out that they are much bigger than dwarves. As they appear quite frequently and in numbers, they are ideal targets for hunting and military practice, being also a good source of butchering products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Horses are left a big amount of horse blood ad-hoc on the map, making mess.&lt;br /&gt;
* Horse leftovers clutters your workshops. (Even if a bone cravler take only the bones / skull to the workshop, it's cluttered.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=149594</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=149594"/>
		<updated>2011-05-24T21:06:33Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Traps#Cage_Trap|traps]].&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from {{L|wood}} at a {{L|carpenter's workshop}}, from {{L|metal}} at a {{L|metalsmith's forge}}, and from {{L|glass}} at a {{L|glass furnace}}.&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to {{L|grass}}, {{L|moss}} or {{L|floor fungus}} for survival, which can be achieved by assigning them to a {{L|zone|pasture}} that has plenty of tasty grass/moss.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects or a {{L|dragon}}, a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
Vermins can also assigned to cages, to save up space, animal traps. Howerer, if you try to release them ({{k|q}},{{k|a}}), instead a dwarf will pickup an animal trap, and put the poor creature in it. You must have a triggered (linked to a lever) cage, to release tamed small cratures (like birds).&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures, that assignable to a cage, but however the dwarf will not start the task (will not shown on jobs list ({{k|j}}). &lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
Another way to get creatures out of cages which are not built, is to assign the creatures to pastures (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a {{L|tame}}d {{L|creature}}, the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed {{L|vermin}}, in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
The easiest way to take away all prisoner-held armor and clothing is via the mass designation tool.  Use {{K|d}}-{{K|b}}-{{K|c}} and {{K|d}}-{{K|b}}-{{K|d}} to designate an area (i.e. your animal {{L|stockpile}}, filled with caged hostiles) from which all items will be reclaimed and dumped.  Afterwards, hit {{K|k}}, go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves.  The end result will be that prisoners will be stripped naked but the cages themselves (and the creatures within) will remain in place, ready to be used for whatever purpose.  If you want to keep the items, you need only place your garbage dump zone somewhere near your armor stockpiles and unforbid all the stuff after it is dumped there.&lt;br /&gt;
&lt;br /&gt;
You can also find the items carried by caged {{L|troll}}s, {{L|kobold}}s, etc. in the {{L|stocks}} menu and designate them for dumping. While it is easy to identify troll/kobold clothes because they will always be described as &amp;quot;large&amp;quot;/&amp;quot;small&amp;quot;, it is harder to make sure you have found the right weapons; you can verify that you are targeting the right items by using the zoom function; it should point you to the cage. Mark the items for dumping, and dwarves will come to the cage and take them.&lt;br /&gt;
&lt;br /&gt;
If you want to use caged invaders for target practice, it may be wise to go into the Stocks screen and remove the Dump designation from all of their armor - this way, only their weapons will be taken away, allowing them to take significantly more damage (and provide more experience).&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many {{L|Trap#Cage_Trap|cage traps}} then you may have trouble emptying out cages quickly enough at times. See {{L|Mass pitting}} for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants cannot be freed. They can only be transferred between cages.&lt;br /&gt;
&lt;br /&gt;
'''Update:''' Creatures in cages that come from dead merchants CAN be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=149550</id>
		<title>v0.31:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=149550"/>
		<updated>2011-05-23T18:07:50Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:50, 7 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''wall''' is a either a {{L|map tile}} or a {{L|construction}} that blocks access to {{L|creatures}}. The appearance of a constructed wall is similar to that of a {{L|smoothing|smoothed}} natural wall but it works the same as any filled tile composed of mountain rock, {{L|clay}} or {{L|soil}}. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level {{L|building}}s such as {{L|tower}}s complete with roofs by creating {{L|floor}}s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the {{L|digging}} page, naturally occurring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or c{{Key|h}}annel command.  These tasks are carried out by dwarves with the {{L|mining}} labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the {{L|stone detailing}} labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals can neither be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very last designation you make will be the very first thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor, but you can build a wall on top of another constructed wall, even though the upper surface of a wall is otherwise indistinguishable from a constructed floor. &lt;br /&gt;
&lt;br /&gt;
Constructed walls cannot be engraved, but can be carved into {{L|fortification}}s ({{K|d}}esignate - c{{K|a}}rve fortifications). They will block movement, but not {{L|liquid}}s or small objects such as {{L|bolt}}s.&lt;br /&gt;
&lt;br /&gt;
Normal walls are considered 'rough'. By using {{L|stone}}, {{L|glass}}, {{L|wood}}, or {{L|metal}} {{L|block}}s, higher quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a {{L|noble|}}'s {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
As with all {{L|construction}}s, the material used dictates which {{L|labor}} is required to perform the construction.&lt;br /&gt;
&lt;br /&gt;
When building walls, your masons will carry the rocks themselves. A useful tip when building defences is to first make a rock stockpile nearby, and only allow one type of rock in it. When it fills up, remove it, and build the wall.&lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
&lt;br /&gt;
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction. This task will be carried out by any unoccupied dwarf, including {{L|children}} and {{L|noble}}s.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Wall does not absorb {{L|Noise}}. Walls have 3 purpose: permit movment of creatures, permit flow of liquids, suspend structures. So your dwarfs / hostile creatures can't get trough directly, and directs your liquids ({{L|water}}, {{L|lava}}) flow. &lt;br /&gt;
* If a strucutre is not supperted, it will collapse. If you have channeled a piece of rock / ground around, and dig every wall from under it, it will collapse, most likely to hurt your dwarf under / on it.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|How do I construct a wall from a particular direction}}?&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chicken&amp;diff=149523</id>
		<title>v0.31:Chicken</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chicken&amp;diff=149523"/>
		<updated>2011-05-22T15:11:36Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|17:50, 11 March 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Male chickens are known as roosters, and female chickens are known as hens. Young chickens are known as chicks.&lt;br /&gt;
&lt;br /&gt;
Hens will lay between 4 and 15 eggs and require a {{L|nest box}} to lay the eggs in. A rooster is required to fertilize the eggs however fertilization is not guaranteed.  Once hatched, chicks will grow into adults in 1 year.&lt;br /&gt;
&lt;br /&gt;
Economically speaking, eggs are a very good source of food (1 egg = 1 meal) - starting out with 5 hens and rooster on embark is an easy way to keep a new fortress fed until larger scale food production can be established. {{L|Turkey}}s are more effective in the long run, as they have larger bodies (and therefore more butcherable meat) and lay larger clutches of eggs (10-14) at once; while chickens have a longer lifespan, permitting a number of turkey eggs to hatch will make this largely moot.&lt;br /&gt;
&lt;br /&gt;
Be warned that large groups of chickens will require a significant amount of space for them to roam, otherwise they will quickly get into fights; additionally, failing to collect eggs may rapidly lead to a {{L|catsplosion#Birdsplosion|chickensplosion}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
For some reason, roosters give a skull more often than anything else. This may be because the butcher holds it by the throat when cut. It's a well known fact that chickens can run even after being beheaded. For more info see {{L|Domestic_animal|domestic animals' page}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Domestic_animal#Comparison_of_domestic_poultry|Comparison of domestic poultry}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149522</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=149522"/>
		<updated>2011-05-22T15:09:33Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&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|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
* {{L|Hair}}&lt;br /&gt;
* {{L|Wool}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a '''refuse''' stockpile nearby beforehand.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|Skin, Scale, and Chitin &lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} &lt;br /&gt;
|Spun into {{L|thread}}, but not weaved into {{L|cloth}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|Spun into {{L|Yarn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back, or tame animals you chose for slaughter.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
*Produce skin for leather.&lt;br /&gt;
*Produce bones for bolts.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|labor}} enabled.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.&lt;br /&gt;
*Some tamed animals may seems to be unbutcherable, such as those that die of starvation.&lt;br /&gt;
*Tamed birds may leave only skull, if not reached fully adulthood. For more info see [[Domestic_animal|Domesticated animals page]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sand&amp;diff=149459</id>
		<title>v0.31:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sand&amp;diff=149459"/>
		<updated>2011-05-21T14:52:07Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:18, 19 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sand''' is one of the many specific types of {{L|soil}} that can be found in Dwarf Fortress.  As all sand types are {{L|soil}}s, above ground {{L|farm plot}}s can be built on them without need for irrigation.  Sand can also be used to make {{L|glass}} (see below).&lt;br /&gt;
&lt;br /&gt;
There are five different colors of sand – {{L|yellow sand}}, {{L|white sand}}, {{L|black sand}}, {{L|red sand}}, and {{L|sand (tan)|tan sand}} – but their only difference is their appearance on the ground, as there is no difference between them for purposes of {{L|Glass industry|glassmaking}}. Sand typically appears in {{L|desert}}s and along {{L|ocean}} beaches, but is often found in other {{L|biome}}s as well.&lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are '''not''' considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
When an underground {{L|tree}} grows on a muddy stone floor tile (after discovering a {{L|cavern}}) and is either trampled or cut down, the floor tile turns into a soil type appropriate to the {{L|biome}} - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be sand.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Sand, unlike normal soil, is always depicted using the {{Tile|≈|6:0}} and {{Tile|~|6:0}} symbols and cannot be furrowed, thus causing unpaved sand {{L|road}}s to be covered in grass and vegetation much more quickly.&lt;br /&gt;
&lt;br /&gt;
Grass or fungus can grow on sand, which causes the underlying sand to be temporarily unavailable for collection, giving the message &amp;quot;Urist McBagger cancels Collect Sand: Sand vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McBagger cancels Collect Sand: Need valid, active sand collection zone&amp;quot; if the job is new.  Letting some creatures trample back and forth over the grass seems to correct this problem; in more recent versions, you may also {{L|pasture}} some hungry animal on the zone to eat the offending vegetation.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
Sand is used in the production of {{L|glass|green and clear glass}} items at a {{L|glass furnace}} ({{L|glass|crystal glass}} requires rough {{L|rock crystal}} in its place). To collect sand, first locate some appropriate sand tiles. They will appear as &amp;quot;[Color] Sand [Tile]&amp;quot; when inspected with the loo{{k|k}} tool. Next, set an {{L|activity zone}} over the sand tiles by pressing {{k|i}} and then designating the sand tiles as an activity zone (note that sand cannot be collected from sand walls). Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a {{L|glass furnace}} and activate the collect sand task. Each Dwarf collecting sand will require a {{L|bag}}, only one dwarf will collect sand per furnace, and no other tasks can be performed at the furnace while sand is being collected. Sand collection requires the &amp;quot;Item Hauling&amp;quot; {{L|labor}}.  The bags of sand will not be taken to the glass furnace; they are left in the sand collection zone, until hauled or dumped or selected for a glass-making job.&lt;br /&gt;
&lt;br /&gt;
Filled bags of sand are considered {{L|furniture}}, and as such require the &amp;quot;Furniture Hauling&amp;quot; labor to move. Sand bags are stored in furniture {{L|stockpile}}s with &amp;quot;sand bags&amp;quot; enabled ({{k|u}} in the bottom right corner).&lt;br /&gt;
&lt;br /&gt;
Collected sand is listed under {{L|powder}} on the {{L|stocks}} menu.  However, if you attempt to dump the sand from this section, the dwarves will [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3220 remove it from the bags] and drop it in useless piles on the floor (as if it were a {{L|contaminant}}).  Sand bags can also be found in the &amp;quot;boxes and bags&amp;quot; section on the stocks menu, but they are not marked separately as sand bags on this menu.  You must press {{k|Tab}} to switch to the individual item mode, then tediously scroll through the list.&lt;br /&gt;
&lt;br /&gt;
To get bags to fill with sand for your fortress, create a {{L|leather}} bag at a {{L|leather works}} or a {{L|cloth}} bag at a {{L|clothier's shop}}, or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture {{L|stockpile}} with only &amp;quot;sand bags&amp;quot; enabled (this is selected via the {{k|u}} key in the furniture/siege ammo submenu of the stockpile settings menu) but with all materials and quality levels still permitted. It may be useful to construct several glass furnaces so that you can have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Not all embark locations have sand available. While this may prevent the establishment of a full glass industry, it does not outright prevent the making of glass at all - individual bags of sand may be purchased during {{L|embark}} for 1 point apiece (with a free {{L|bag}} included), and caravans will frequently bring several bags of sand with them each year (plus more if requested from the {{L|liaison}}).&lt;br /&gt;
&lt;br /&gt;
It is wise to always keep several bags of sand on hand in order to deal with {{L|strange mood}}s requiring glass. In cases where {{L|noble}}s make frequent production {{L|mandate}}s for glass items, requesting all types of sand at maximum priority from the {{L|liaison}} is highly advised.&lt;br /&gt;
&lt;br /&gt;
==Storing==&lt;br /&gt;
Sand can be stored in bags. Sandbags are stored inside the furniture stockpile (Specail option). If you want to make a dedicated sand bag stockpile, turn everithing else off ({{k|f}}, except the Core quality, and Total quality. If you forget to enable the qualities, then no sanbag will hauled into your stockpile.&lt;br /&gt;
If you want to a garbage dump to store sandbags, please, don't forget, the mass dumping {{k|d}}{{k|b}}{{k|d}} is recursive. So in this case the sand is marked for dumping (not just the bags), and the dwarfs will dump the sand first. You can use mass dumping, if you don't forget to undump the sand from your Stocks ({{k|z}},Stocks).&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=149128</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=149128"/>
		<updated>2011-05-12T18:47:30Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Farm plots in action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
&amp;lt;Table BORDER=1 align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Farm Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Potash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Per Square&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1.000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.286&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.375&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|f}} lets you toggle fertilization on or off.  To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar ber square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or {{L|mud}}dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground crops farming is impossible in Ocean and Mountain biomes, even if the farm is built on mud.  &lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|Elves|elven}} and {{L|human}} caravans; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill}}ed, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither.  These plants will eventually rot away. There's no any use of wittered plants other than to dump it.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. As a large number of seeds can be stored in a single barrel, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks (or just forbid one seed and leave it for emergency) and toggle it back before you run out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149059</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149059"/>
		<updated>2011-05-11T21:09:15Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Garbage Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.&lt;br /&gt;
&lt;br /&gt;
Only tiles '''adjacent''' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.&lt;br /&gt;
&lt;br /&gt;
:Notes&lt;br /&gt;
* Garbage dumps are great space savers, becuase can hold infinite items on one title. If the dump is designated inside a workshop, it does not even cluttered because of this.&lt;br /&gt;
* It may be a good idea, to set a garbage dump in a stone workshop, than fill it with nearby stones. Reclaim them {{k|d}}{{k|b}}{{k|c}}, but make sure, that your dwarfs will not haul them into a far stone stockpile.&lt;br /&gt;
* '''Do not for any reason mark a garbage stockpile inside a magma workshop, other than destroy the dumped items.''' Your dwarf will more than happy, to see your precious metal ore melt inside the flaming magma, and melt away.&lt;br /&gt;
* If you designate an area {{k|d}}{{k|b}}{{k|d}} to dump, please notice, everything in that area will be dumped, starting from the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven floor, than both the barrel, bag, and floor will be designatet for dump, and the order will be: floor (you will lose any milled plant / liquid if hauled from the container), bag, barrel.&lt;br /&gt;
* if you want to quick sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one {{k|k}}{{k|d}}), and all your barrels are inside the garbage dump, you can area dump it {{k|d}}{{k|b}}{{k|d}} making your dwarfs to run much less. (Technicall they should just stay still, and unload the contents). After you finished (and redesignated your new plant specific stockpiles), claim your plants and barrels {{k|d}}{{k|b}}{{k|c}}.&lt;br /&gt;
&lt;br /&gt;
== Pen/{{L|Pasture}} ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically.  As of version .31.19, many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[Catsplosion|catsplosions]].&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond through the {{k|P}} menu.  A dwarf will lead the beast to the ramp or hole and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures).&lt;br /&gt;
&lt;br /&gt;
Note that not all hostile creatures can safely be dragged to a pit opening. Large creatures and thieves/snatchers will escape on being released from their cage. See {{L|Mass Pitting}} for more information on pit design involving hostile creatures.&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
Specifying a pond zone is one technique used for {{L|irrigation}}, in order to make {{L|mud}} for {{L|farming}} on areas without soil.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the [[ceramic industry|ceramics industry]].&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149058</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149058"/>
		<updated>2011-05-11T21:06:25Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Garbage Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.&lt;br /&gt;
&lt;br /&gt;
Only tiles '''adjacent''' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.&lt;br /&gt;
&lt;br /&gt;
:Notes&lt;br /&gt;
* Garbage dumps are great space savers, becuase can hold infinite items on one title. If the dump is designated inside a workshop, it does not even cluttered because of this.&lt;br /&gt;
* It may be a good idea, to set a garbage dump in a stone workshop, than fill it with nearby stones. Reclaim them {{k|d}}{{k|b}}{{k|c}}, but make sure, that your dwarfs will not haul them into a far stone stockpile.&lt;br /&gt;
* If you designate an area {{k|d}}{{k|b}}{{k|d}} to dump, please notice, everything in that area will be dumped, starting from the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven floor, than both the barrel, bag, and floor will be designatet for dump, and the order will be: floor (you will lose any milled plant / liquid if hauled from the container), bag, barrel.&lt;br /&gt;
* if you want to quick sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one {{k|k}}{{k|d}}), and all your barrels are inside the garbage dump, you can area dump it {{k|d}}{{k|b}}{{k|d}} making your dwarfs to run much less. (Technicall they should just stay still, and unload the contents). After you finished (and redesignated your new plant specific stockpiles), claim your plants and barrels {{k|d}}{{k|b}}{{k|c}}.&lt;br /&gt;
&lt;br /&gt;
== Pen/{{L|Pasture}} ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically.  As of version .31.19, many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[Catsplosion|catsplosions]].&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond through the {{k|P}} menu.  A dwarf will lead the beast to the ramp or hole and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures).&lt;br /&gt;
&lt;br /&gt;
Note that not all hostile creatures can safely be dragged to a pit opening. Large creatures and thieves/snatchers will escape on being released from their cage. See {{L|Mass Pitting}} for more information on pit design involving hostile creatures.&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
Specifying a pond zone is one technique used for {{L|irrigation}}, in order to make {{L|mud}} for {{L|farming}} on areas without soil.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the [[ceramic industry|ceramics industry]].&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=148975</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=148975"/>
		<updated>2011-05-10T00:52:26Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Corpse | Corpses}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not be removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|Coffin|burial receptacle}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Also, any XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|Bone}}s, {{L|skull}}s, and {{L|shell}}s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high {{L|vermin}} levels, these will randomly disappear. Refuse stockpiles can be restricted to store only {{L|bone}}s, {{L|skull}}s, {{L|shell}}s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use, picks, and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad {{L|thought}} for the creator. Keep valuable artifacts safe from {{L|thief|thieves}} in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently{{version|0.31.25}} there is no stockpile category for finished goods made of gems {{Bug|4430}}&lt;br /&gt;
*Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
* It seems for food, the stockpile creation is matters. For some case, dwarfs may refuse, to pile up food in a stockpile created as custom (even if it shown with {{k|t}} (items in buildings), that is in fact it's a food stockpile). The solution for this create a food {{k|p}}{{k|f}} stockpile, and limit later.&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=148888</id>
		<title>v0.31:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=148888"/>
		<updated>2011-05-08T15:32:14Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork}}{{av}}&lt;br /&gt;
A '''siege engine''' in Dwarf Fortress is half building/half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range ''(more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista).''  A {{L|ballista arrow}} can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a catapult cannot harm dwarves or tamed animals.&lt;br /&gt;
&lt;br /&gt;
Siege engines can be made to face any cardinal direction, but they cannot be moved after placement.  They can, however, be deconstructed back into their 3 parts, to be moved elsewhere (individually or together).  Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;Siege Engineering&amp;quot; {{L|labor}} designated, which uses the &amp;quot;{{L|Siege_engineer|Siege Engineer}}&amp;quot; {{L|skill}}.  &lt;br /&gt;
&lt;br /&gt;
The player determines when/if each engine is actively firing or not; when active, a single engine is crewed by a single {{L|siege operator}}.  Ballistae require specially made {{L|ammo}}, {{L|ballista arrow}}s, made from wooden {{L|log}}s at the siege workshop (and optionally tipped with {{L|metal}} {{L|ballista arrowhead}}s that have been made at a {{L|forge}} by a {{L|weaponsmith}}). Catapults use simple {{L|stone}} as ammunition.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the {{L|siege workshop}}; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''.  All parts are made from any type of wood at the siege workshop.  Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types.   The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts.  This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from {{L|quality|masterwork}} parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the {{L|Siege operator}} {{L|job}} will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the {{L|Siege operator|siege operating}} labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a {{L|path}} to it, perhaps by locking {{L|door}}s.)&lt;br /&gt;
&lt;br /&gt;
{{L|Ammo}} is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The {{L|channel}} at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a {{L|drawbridge}} rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your {{L|fortress}} the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20  degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary - ammo just flies out, never up.&lt;br /&gt;
* Catapults have a minimum range - at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by {{L|fortification}}s.&lt;br /&gt;
* {{L|Siege operator}}s are &amp;quot;civilians&amp;quot;, and as such they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a {{L|traffic|restricted traffic area}} for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through a {{L|tree}}, the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will lose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, {{L|elephant}}s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or {{L|caravan}} escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen {{L|ambush}}es, or if you wish to move {{L|stone}} across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to {{L|Security_design#Siege_Engines|prepare the position}} so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a {{L|moat}} or a wall of {{L|fortification}}s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through {{L|fortification}}s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming {{L|bolt}}s and {{L|arrow}}s, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the {{L|siege engineer}} skill. Dwarves will occasionally produce masterpieces long before reaching {{L|Legendary}} skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to {{L|Experience|Proficient}} level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  {{L|Cross-training|Rotating}} Legendary {{L|miner}}s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than are ballistae (as of version 0.31.08).  The launched rocks will often glance off chain mail armor, making them poorly suited for killing even {{L|goblin}}s. ''It is still faster to fire stones than carry them, at least.'' Catapults are very inaccurate, but they are less likely to harm friendly creatures, and their ammo is easily replenished, making them ideal for target practice.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows penetrate through any unit they strike, allowing them to hit many multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place {{L|fortification}}s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬++╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/+(~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/+(~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
:*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via {{L|stair}}s or {{L|ramp}}s on another {{L|z-level}}. Expand the room as desired for more storage.  Also note that ballista arrows are stored in {{L|Stockpile#Furniture_Storage|furniture stockpiles}}, not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a {{L|floodgate}} or retracting {{L|bridge}} in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stones arrive at that point.  If ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits {{L|stair}}s is destroyed, even if it can fall a z-level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage stockpile, and a legendary siege opereator. Setup your catapult, as you wish to use. Train at least one operator to about Legendary. Mark a garbage stockpile in the middle of the catapult. Dump enought ammo for train / usage. Reclaim the ammo({{k|d}}-{{k|b}}-{{k|c}}), and off you go. With a good quality catapult you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*{{L|Defense design}}&lt;br /&gt;
:*{{L|cross-training#Army corps of engineers|Army corps of engineers}}&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chicken&amp;diff=148819</id>
		<title>v0.31:Chicken</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chicken&amp;diff=148819"/>
		<updated>2011-05-07T20:13:15Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|17:50, 11 March 2011 (UTC)}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Male chickens are known as roosters, and female chickens are known as hens. Young chickens are known as chicks.&lt;br /&gt;
&lt;br /&gt;
Hens will lay between 4 and 15 eggs and require a {{L|nest box}} to lay the eggs in. A rooster is required to fertilize the eggs however fertilization is not guaranteed.  Once hatched, chicks will grow into adults in 1 year.&lt;br /&gt;
&lt;br /&gt;
Economically speaking, eggs are a very good source of food (1 egg = 1 meal) - starting out with 5 hens and rooster on embark is an easy way to keep a new fortress fed until larger scale food production can be established. {{L|Turkey}}s are more effective in the long run, as they have larger bodies (and therefore more butcherable meat) and lay larger clutches of eggs (10-14) at once; while chickens have a longer lifespan, permitting a number of turkey eggs to hatch will make this largely moot.&lt;br /&gt;
&lt;br /&gt;
Be warned that large groups of chickens will require a significant amount of space for them to roam, otherwise they will quickly get into fights; additionally, failing to collect eggs may rapidly lead to a {{L|catsplosion#Birdsplosion|chickensplosion}}.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* For some reason, the roosters give mostly just a skull, than anything else. This may from, that the butcher holds the animals by it's head / throat, when cut. It's a well known fact, that chickens can run for even minutes after beheaded. The rest of the body never found.&lt;br /&gt;
&lt;br /&gt;
* {{L|Domestic_animal#Comparison_of_domestic_poultry|Comparison of domestic poultry}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jug&amp;diff=148773</id>
		<title>v0.31:Jug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jug&amp;diff=148773"/>
		<updated>2011-05-06T20:28:00Z</updated>

		<summary type="html">&lt;p&gt;Sasf54: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:21, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Jugs''' are a type of {{L|container}}, made from {{L|ceramic}} at a {{L|kiln}}, from {{L|glass}} at a {{L|glass furnace}} or from stone by a {{L|stone crafter}}.  They are used in {{l|Beekeeping industry|beekeeping}} to store royal jelly or at a {{L|screw press}} to store honey or rock nut oil. Jugs made from earthenware need to be {{L|glaze}}d before they can be used to hold liquids like honey. Jugs are stored in the Tools section of the Finished Goods stockpile. &lt;br /&gt;
&lt;br /&gt;
Jugs are stored in bins. Jugs with royal jelly / honey can be stored in two stockpiles:&lt;br /&gt;
 - Finished goods / tools (stored as JUGS)&lt;br /&gt;
 - food / extract animal / honey, royal jelly (Stored based on content)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note''': Jugs with royal jelly, that stored as finished goods are '''NOT''' used for processing royal jelly, like screw press.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Sasf54</name></author>
	</entry>
</feed>