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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skasi</id>
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	<updated>2026-04-07T22:06:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Domestic_animals&amp;diff=168782</id>
		<title>Domestic animals</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Domestic_animals&amp;diff=168782"/>
		<updated>2012-03-28T15:21:34Z</updated>

		<summary type="html">&lt;p&gt;Skasi: Redirected page to Domestic animal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Domestic animal]]&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=120103</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=120103"/>
		<updated>2010-07-03T10:09:09Z</updated>

		<summary type="html">&lt;p&gt;Skasi: /* Weapon Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that only dwarfs with the mechanic labor enabled will reload traps (cage, stone or weapon). In combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a Mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 3 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing &amp;lt;wooden&amp;gt; spike / spiked &amp;lt;wooden&amp;gt; ball / enormous &amp;lt;wooden&amp;gt; corkscrew)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{L|Glass furnace}} (menacing &amp;lt;glass&amp;gt; spike / large, serrated &amp;lt;glass&amp;gt; disc / spiked &amp;lt;glass&amp;gt; ball / enormous &amp;lt;glass&amp;gt; corkscrew / giant &amp;lt;glass&amp;gt; axe blade)&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed {{L|Trap component}} information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
It also appears that there's a chance that invaders may dodge the traps: in fact, the triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and 1 to 10 weapons.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps are different to the other trap types in that they do not directly kill or injure invaders. Instead, they capture the unfortunate creature that triggers them in a {{L|cage}}. Despite the lack of violence, this is still very effective as it completely neutralizes the target so that they can be dealt with later. After a creature is captured, it's stored in an animal {{L|stockpile}}. The trap must then be reset by hauling an empty cage to the traps location (this is done automatically by any dwarf with the {{L|Mechanic}} labor). '''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely (submerging them in water also appears to have no effect on the captured creature). Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
It is possible for dwarves to bring {{L|water}} to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps cannot capture every creature in the game''', so you will need alternative defenses. There are mixed reports, but it seems some types of {{L|demon|dangerous creatures}} are vulnerable to cage traps, while some aren't.  &lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the {{L|Trapping}} labor enabled). The captured animals can be used to fuel your meat industry, or can be tamed (and sometimes trained into war animals!) at the {{L|kennel|kennels}}. Note that many animals require the presence of the {{L|Dungeon Master}} to be tamable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and a {{L|cage}}.&lt;br /&gt;
:*If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:*If the trap is a Light Green, Then it does have a cage in it.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
&lt;br /&gt;
A variation of the weapon trap, the Upright Spear/Spike itself requires no mechanisms, and can be fitted with up to 10 {{L|Weapon|spears}} or {{L|Trap component|spikes}}.  However, it requires an external trigger to actually impale things.  Either a {{L|pressure plate}} or a {{L|lever}} must be connected to this trap for it to be operated.  The advantage of this trap is it doesn't require a Mechanic to set it up - just to link it to a trigger.  &lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need the mechanisms that cause your victims to fall onto the spike from above in the first place.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|S}}&lt;br /&gt;
:*Components used:  between 1 and 10 spears or spikes.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, {{L|pressure plate}}s, {{L|lever}}s, {{L|grate}}s, {{L|support}}s, {{L|water}}, and/or {{L|magma}}, creating sacrificial altars (blood for the Blood God!) and whatever else you can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a {{L|siege}}, you're not trying hard enough.&lt;br /&gt;
&lt;br /&gt;
See {{L|Trap design}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=120100</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=120100"/>
		<updated>2010-07-03T09:12:01Z</updated>

		<summary type="html">&lt;p&gt;Skasi: /* Walkthrough */ mentioning mouse compatibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' (and eventually '''{{l|squads|squad}}''') screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
&lt;br /&gt;
So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
&lt;br /&gt;
This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
==Squad Positions==&lt;br /&gt;
&lt;br /&gt;
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 1.png]]&lt;br /&gt;
&lt;br /&gt;
This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The left/right keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
&lt;br /&gt;
All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using {{k|c}}. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 1.png]]&lt;br /&gt;
&lt;br /&gt;
See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 2.png]]&lt;br /&gt;
&lt;br /&gt;
We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 2.png]]&lt;br /&gt;
&lt;br /&gt;
See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assign a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 4.png]]&lt;br /&gt;
&lt;br /&gt;
I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
&lt;br /&gt;
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
&lt;br /&gt;
The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows {{verify}}) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 1.png]]&lt;br /&gt;
&lt;br /&gt;
By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one and {{k|N}} to name them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 2.png]]&lt;br /&gt;
&lt;br /&gt;
We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
&lt;br /&gt;
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|p}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 5.png]]&lt;br /&gt;
&lt;br /&gt;
I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Assign Uniforms===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 2.png]]&lt;br /&gt;
&lt;br /&gt;
The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 3.png]]&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 1.png]]&lt;br /&gt;
&lt;br /&gt;
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 2.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 4.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
[[File:Military supplies.png]]&lt;br /&gt;
&lt;br /&gt;
The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this doesn't work in 31.02 and 31.01. The default settings should be fine for now; let's continue on.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 6.png]]&lt;br /&gt;
&lt;br /&gt;
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 2.png]]&lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Burrows, stations, and routes===&lt;br /&gt;
&lt;br /&gt;
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 1.png]]&lt;br /&gt;
&lt;br /&gt;
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 2.png]]&lt;br /&gt;
&lt;br /&gt;
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military stations.png]]&lt;br /&gt;
&lt;br /&gt;
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 1.png]]&lt;br /&gt;
&lt;br /&gt;
Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{k|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 2.png]]&lt;br /&gt;
&lt;br /&gt;
By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
&lt;br /&gt;
===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|x}} to delete an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 3.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Limonite&amp;diff=8373</id>
		<title>40d:Limonite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Limonite&amp;diff=8373"/>
		<updated>2008-07-27T16:59:08Z</updated>

		<summary type="html">&lt;p&gt;Skasi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Limonite|tile=£|color=#FF0&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Limonite''' [[ore]] can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] [[labor]] activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all [[metalsmithing]] purposes, identical to [[magnetite]] and [[hematite]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Limonite&amp;diff=8372</id>
		<title>40d:Limonite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Limonite&amp;diff=8372"/>
		<updated>2008-07-27T16:58:40Z</updated>

		<summary type="html">&lt;p&gt;Skasi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Limonite|tile=£|color=#FF0&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Limonite''' [[ore]] can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] [[labor]] activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all [[metalsmith]]ing purposes, identical to [[magnetite]] and [[hematite]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Limonite&amp;diff=8371</id>
		<title>40d:Limonite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Limonite&amp;diff=8371"/>
		<updated>2008-07-27T16:58:12Z</updated>

		<summary type="html">&lt;p&gt;Skasi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Limonite|tile=£|color=#FF0&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Limonite''' [[ore]] can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] [[labor]] activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[magnetite]] and [[hematite]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Purring_maggot&amp;diff=32152</id>
		<title>40d:Purring maggot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Purring_maggot&amp;diff=32152"/>
		<updated>2008-07-27T08:38:11Z</updated>

		<summary type="html">&lt;p&gt;Skasi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The purring maggot is currently the only creature that can be [[milk]]ed. You cannot embark with purring maggots, because they are classified as [[vermin]]. [[Dwarven cheese]] (made from [[dwarven milk]], which is milked from [[purring maggots]]) is currently most valuable food (100 per cheese) barring butchered [[megabeasts]]. &lt;br /&gt;
&lt;br /&gt;
Purring maggots have been caught in [[animal trap|animal traps]] with meat for bait. They aren't visible before they are caught. Only way to make sure whether chasm contains them or not is setting traps baited with meat.&lt;br /&gt;
&lt;br /&gt;
If you find a map with purring maggots and domesticate them ([[dungeon master]] is needed to tame them), be sure to keep them in an area away from most of your dwarves, because like all vermin, some dwarves find them disgusting.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MAGGOT_PURRING]&lt;br /&gt;
	[NAME:purring maggot:purring maggots:purring maggot]&lt;br /&gt;
	[TILE:'{'][COLOR:7:0:1][ALTTILE:'}']&lt;br /&gt;
	[MODVALUE:5][NOSKIN][NOBONES][NOSKULL]&lt;br /&gt;
	[VERMIN_GROUNDER][VERMIN_NOROAM][VERMIN_HATEABLE]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][PET_EXOTIC]&lt;br /&gt;
	[EXTRACT:dwarven milk:7:0:1][MILKABLE:33333]&lt;br /&gt;
	[EXTRACT_VALUE:50][EXTRACT_COOKABLE]&lt;br /&gt;
	[EXTRACT_SIZE:10]&lt;br /&gt;
	[EXTRACT_CHEESE:dwarven cheese:7:0:0]&lt;br /&gt;
	[CHEESE_VALUE:100]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[PREFSTRING:comforting whirs]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30613</id>
		<title>Do I really need wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30613"/>
		<updated>2008-07-22T15:05:30Z</updated>

		<summary type="html">&lt;p&gt;Skasi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may have a look at the [[Wood Industry]].&lt;br /&gt;
&lt;br /&gt;
==Reasons you need wood==&lt;br /&gt;
*To build [[bed]]s&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build [[axle]]s&lt;br /&gt;
**Without axles your ability to transfer [[power]] is severely limited.&lt;br /&gt;
*To build [[water wheel]]s and [[windmill]]s&lt;br /&gt;
**These are the only generators of [[power]]. Without them, you'll be forced to do everything manually.&lt;br /&gt;
&lt;br /&gt;
==Reasons you want wood==&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a [[bin]], [[barrel]], or [[bucket]]; but if you forge them instead then they'll take three metal bars.&lt;br /&gt;
*Wood can be burnt to produce [[ash]] and [[charcoal]], which are important ingredients in other tasks such as glass making.&lt;br /&gt;
*All power generators are built with wood. If you are planning on having any sort of automated assembly, or just don't want to have to do everything by hand, then you're going to need wood.&lt;br /&gt;
&lt;br /&gt;
==Reasons you don't need much wood==&lt;br /&gt;
*Everything other than beds, axles, windmills, and water wheels can be made from other materials.&lt;br /&gt;
*If you have [[magma]] or a [[coal]] seam then you don't need to burn wood for charcoal.&lt;br /&gt;
*You can supplement your wood supply via [[trading]].&lt;br /&gt;
*If you're lucky enough to play in an area with an [[underground pool]] or [[underground river]] then you can grow your own wood supply underground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30612</id>
		<title>Do I really need wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30612"/>
		<updated>2008-07-22T15:03:50Z</updated>

		<summary type="html">&lt;p&gt;Skasi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may have a look at the [[Wood industry]].&lt;br /&gt;
&lt;br /&gt;
==Reasons you need wood==&lt;br /&gt;
*To build [[bed]]s&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build [[axle]]s&lt;br /&gt;
**Without axles your ability to transfer [[power]] is severely limited.&lt;br /&gt;
*To build [[water wheel]]s and [[windmill]]s&lt;br /&gt;
**These are the only generators of [[power]]. Without them, you'll be forced to do everything manually.&lt;br /&gt;
&lt;br /&gt;
==Reasons you want wood==&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a [[bin]], [[barrel]], or [[bucket]]; but if you forge them instead then they'll take three metal bars.&lt;br /&gt;
*Wood can be burnt to produce [[ash]] and [[charcoal]], which are important ingredients in other tasks such as glass making.&lt;br /&gt;
*All power generators are built with wood. If you are planning on having any sort of automated assembly, or just don't want to have to do everything by hand, then you're going to need wood.&lt;br /&gt;
&lt;br /&gt;
==Reasons you don't need much wood==&lt;br /&gt;
*Everything other than beds, axles, windmills, and water wheels can be made from other materials.&lt;br /&gt;
*If you have [[magma]] or a [[coal]] seam then you don't need to burn wood for charcoal.&lt;br /&gt;
*You can supplement your wood supply via [[trading]].&lt;br /&gt;
*If you're lucky enough to play in an area with an [[underground pool]] or [[underground river]] then you can grow your own wood supply underground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bed&amp;diff=12554</id>
		<title>40d:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bed&amp;diff=12554"/>
		<updated>2008-07-22T14:50:45Z</updated>

		<summary type="html">&lt;p&gt;Skasi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''bed''' is a simple sleeping pallet to built on the floor.  Dwarves gain unhappy thoughts from sleeping without a bed, so building beds is often a necessity for a happy fortress. Unlike many other pieces of furniture, '''beds can only be created from [[wood]]'''; each bed requires a single piece.&lt;br /&gt;
&lt;br /&gt;
When settling treeless areas, it is ideal to bring along several logs during the [[Prepare for the Journey]] screen in order to make beds and [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
&lt;br /&gt;
Beds are the base object used to create [[bedroom]]s and [[barracks]].  Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&lt;br /&gt;
&lt;br /&gt;
Beds can only be placed indoors. If building a bedroom on the surface, the room must have a roof before beds can be placed inside.&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Soap_Maker&amp;diff=43636</id>
		<title>Soap Maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Soap_Maker&amp;diff=43636"/>
		<updated>2008-07-21T15:09:38Z</updated>

		<summary type="html">&lt;p&gt;Skasi: Redirecting to Soaper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Soaper]]&lt;/div&gt;</summary>
		<author><name>Skasi</name></author>
	</entry>
</feed>