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	<updated>2026-04-10T13:33:48Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dam&amp;diff=21538</id>
		<title>40d:Dam</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dam&amp;diff=21538"/>
		<updated>2009-08-23T01:26:00Z</updated>

		<summary type="html">&lt;p&gt;Skorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:dam.jpg]]&lt;br /&gt;
&lt;br /&gt;
A dam can be built across a [[river]] or [[brook]].  This has several uses: &lt;br /&gt;
&lt;br /&gt;
*Stop a river from flowing altogether&lt;br /&gt;
*Modify a river's path&lt;br /&gt;
*Create a pretty lake or functional reservoir&lt;br /&gt;
*Create water-based traps&lt;br /&gt;
&lt;br /&gt;
A river will not &amp;quot;overflow&amp;quot; its banks above its starting level because of a dam.  (Note - if a waterfall is upstream, the ''upper level'' is the &amp;quot;starting level&amp;quot;!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dam Building==&lt;br /&gt;
&lt;br /&gt;
Finding the direction the water flows is probably a necessary step to take. This is actually fairly simple - at one end, the river falls off the map, and so is of a low water height. Check the outmost tiles of both ends of the river.&lt;br /&gt;
&lt;br /&gt;
===Ice Method===&lt;br /&gt;
The easiest and quickest method of Dam manufacture is only possible if your map freezes during winter. Simply dig out a thin section of [[channel]]s across the river and build a wall out of floodgates, blocking the path of the water. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Draining method===&lt;br /&gt;
&lt;br /&gt;
Another way is to drain the river. This can be done by building a tunnel next to the river that dumps into a chasm or deep valley. An alternative method to this is to use a large number of pumps to move more water out of the river than can be replaced by the water flow. For a river with a width of 4 tiles, you will need three on either side pumping it into channels or tunnels, ideally off the map, a waterfall, or somewhere where flooding will not be a concern.  While the pumps are operating, it will be drained enough to build the dam.&lt;br /&gt;
&lt;br /&gt;
===Magma method===&lt;br /&gt;
&lt;br /&gt;
If you have access to a [[magma]] source, you can pump magma into the flowing water. When the magma and water collide, the result is a tile of [[obsidian]]- an added bonus if you're in the market for making obsidian items. Pump enough magma into the river to reach both banks for a stretch at least 3-4 tiles wide in order to give your dwarves enough space to channel out the obsidian and place [[floodgate]]s.&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Beware:''' Pumping magma too close to the edge of the map could result in permanently damming your river! Obsidian tiles created on the edge of the map cannot be mined out!&lt;br /&gt;
&lt;br /&gt;
If you wish to move magma over a brook without damming it, constructed floors over the brook tiles work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actual building==&lt;br /&gt;
&lt;br /&gt;
Once the river has been drained you may have to dig into the riverbed to be able to place buildings. It will look a bit like this:&lt;br /&gt;
[[Image:Dam2.JPG]]&lt;br /&gt;
&lt;br /&gt;
Once the dam has been built and when the water comes back it will fill up the gap as far as it must to let the blocked water flow further. If you build your dam up to the level of the river the water will stop at the top level of the dam (it will not overflow). Since this defies logic it may be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
You can create a massive flood if you build a dam out of floodgates and open them all at once.&lt;br /&gt;
&lt;br /&gt;
===Further possibilities===&lt;br /&gt;
&lt;br /&gt;
A similar technique can be used to create water &amp;quot;holes&amp;quot; in large bodies of water, such as lakes or even the ocean. Build a ring of floors at the water's surface, and line it with an immense number of pumps, facing out of the area you wish to drain. The pumps should be able to push out water faster than it can come back in, allowing you to build a dike in this area. This is hazardous if the water is more than one z-level deep, since it's highly likely a dwarf can drown.  Even if technically safe in that the water level doesn't rise high enough to be dangerous, the rapidly-fluctuating water levels may cause dwarves to repeatedly stop work at the site anyway.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Skorpion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4403</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4403"/>
		<updated>2009-08-17T18:54:33Z</updated>

		<summary type="html">&lt;p&gt;Skorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&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;
|power=Needs 10 power.&lt;br /&gt;
}}&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 using [[gear assembly|gear assemblies]] connected to [[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;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[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;
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|k}}, {{k|m}}, 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. [[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#Pumping_up_multiple_levels|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Altho' 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement only by using {{k|q}}uery over or near that pump.  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 pump water through a grate or floor bars, but not fortifications.&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 into a wall 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;
* 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 do not need to build a pump out of [[magma-safe]] materials, unless the open tile is going to be submerged in magma. &lt;br /&gt;
** Exception: Wooden parts [[wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&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;
&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;
&lt;br /&gt;
=== Pumping up multiple levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|(See numbered comments, left)]]&lt;br /&gt;
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions, also known as a '''pump stack'''. The first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South again, ad infinitum. Even without walls surrounding the pumps, water still gets up with only minor leakage.&lt;br /&gt;
&lt;br /&gt;
Adjacent pumps automatically transmit mechanical power. If the pumps are &amp;quot;open&amp;quot; (that is, built on channeled tiles) to each other across z-levels, then a stack only requires (sufficient) power to be tranferred to one pump. All others will be powered by association with the first. You can transmit power to each pump by simply channeling out the floor at the front (aka output side).&lt;br /&gt;
&lt;br /&gt;
'''See diagram, right'' &lt;br /&gt;
This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
:#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
:#Side view of stacked screw pumps. Power is transmitted vertically through the '''missing floor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
:#Top view of the entire pump stack, 4 tiles long (plus retaining walls and access, optional).&lt;br /&gt;
:#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
:#Solution for a freestanding tower - fire escape! You can also consolidate the up and downstairs into a single up/down stair tile. Just build these on top of each other, flipping horizontally each time. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# In this example the power is brought back up to the surface for pumping straight from a river. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternative uses ==&lt;br /&gt;
=====Attribute gain=====&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers. (See [[cross-training]].)&lt;br /&gt;
&lt;br /&gt;
=====Desalinization=====&lt;br /&gt;
[[Image:Screwpump-desalination.png|thumb|An example of how to desalinate water. Single-tilde water is salty, double-tilde water is pure.  Constructed walls and floor are not show.]]&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions. However, if desalinated water comes into contact with natural walls or natural floors, other saltwater, or &amp;lt;s&amp;gt;passes through a saltwater [[aquifier]] level (even if that has been sealed by [[smoothing]])&amp;lt;/s&amp;gt; (Unclear as to what this means), the water will be ''re''salinated.  So any freshwater cistern (tanks) must be entirely constructed to the full level of the water, with no natural floors or walls that will come in contact with the de-salinated water.&lt;br /&gt;
&lt;br /&gt;
=====Plumbing management=====&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[water pressure]], preventing a surface water source from flooding a fortress through a [[well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
=====Power transfer through walls=====&lt;br /&gt;
Screw pumps can also be built as a means of transmitting mechanical power from one side of a wall to the other without allowing creatures or liquids to pass through. Simply replace one square of the wall with the impassable square of the pump, and connect axles or gear assemblies to the pump on either side of the wall. If containing fluids, of course make sure that the pump is pumping into the submerged area, not out of it.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Video tutorial on [http://mkv25.net/dfma/movie-1553-howtode-saltsaltwaterintodrinkingwater How to desalt salt water]&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Skorpion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20124</id>
		<title>40d:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20124"/>
		<updated>2009-08-17T18:53:37Z</updated>

		<summary type="html">&lt;p&gt;Skorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(If looking for a guide on general fortifications as defense, see the [[Defense guide]] and/or [[Defense design]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:Crenellations.jpg|thumb|right|300px|'''Fortifications''' on top of a round tower.'']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' are arrow slits used in the defense of your [[fortress]], ''(and which are more technically known as &amp;quot;crennelations&amp;quot;)''. They are probably most commonly used along the outside [[wall]]s of your fortress and on the upper levels of constructed watchtowers so that [[Marksdwarf|marksdwarves]] and [[siege engine]]s can fire at enemies from within your walls. Much like real world embrasures on battlements, their utility is limited if the enemy is close and at the same height; their true power lies in shooting from above and at distance, as it is possible to shoot at targets on other z-levels.&lt;br /&gt;
&lt;br /&gt;
Fortifications allow ranged attacks (including [[siege weapon]]s), fireballs/breath, [[water]], [[magma]], [[steam]], etc. to pass through. Archers firing through fortifications must pass a skill test of some sort if they are not standing directly next to the fortification.{{verify}} This test is more difficult from further distances.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Fluids cannot be pumped through fortifications.&lt;br /&gt;
&lt;br /&gt;
==Building fortifications==&lt;br /&gt;
Fortifications can be [[Carve fortifications|carved]] from stone walls, or built like any other [[construction]].  They ''cannot'' be carved from [[soil]], though they can be constructed on soil, as described below.&lt;br /&gt;
&lt;br /&gt;
=== Carving ===&lt;br /&gt;
Once you have chosen the wall you want to carve, [[smooth]] the stone along its length using {{K|d}} -&amp;gt; {{K|s}}.  After it has been smoothed, re-designate the same wall for fortifications using {{K|d}} -&amp;gt; {{K|a}}.  Stone smoothing and fortification require a [[dwarf]] with the [[Engraver]] labor.  &lt;br /&gt;
&lt;br /&gt;
Built walls do not require smoothing before carving fortifications, regardless if they are smooth [[block]] walls (built from stone blocks) or rough block walls (build from raw stone).&lt;br /&gt;
&lt;br /&gt;
Damaged (i.e. partially mined) rock cannot be used for fortifications. &lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
Fortifications can also be constructed from [[metal]], [[wood]], [[glass]] blocks, or [[stone]] (in lump or block form) using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|F}}. Construction of wooden fortifications require the [[Carpenter|Carpentry]] skill, fortifications made of glass or stone require the [[Mason|Masonry]] skill, and those made of metal require [[Metalsmith|Metalsmithing]].&lt;br /&gt;
&lt;br /&gt;
Building fortifications does not include the floor on the level above. Constructing a wall and carving fortifications out of it does, however.&lt;br /&gt;
&lt;br /&gt;
==Uses and strategies==&lt;br /&gt;
Fortifications are designed to allow your [[marksdwarf|marksdwarves]] to make pincushions of your enemies without exposing themselves to the dangers of melee, and providing them with cover from return fire. Obviously, their utility is derived entirely from their placement. It's a good idea to place fortifications above the Z-level that they will be defending, because otherwise ranged enemies could conceivably stand directly outside them and receive no penalty from them. Raising them above ground makes them inaccessible to enemies. &lt;br /&gt;
&lt;br /&gt;
It's helpful to make the room that the fortifications look out of a [[barracks]] or [[archery range]], along with an [[ammo]] [[stockpile]], to ensure that there are always [[military]] dwarves milling about at all times, ready to fire upon any attackers that threaten the fortress.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Skorpion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Shrub&amp;diff=23800</id>
		<title>40d:Shrub</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Shrub&amp;diff=23800"/>
		<updated>2009-08-03T18:00:15Z</updated>

		<summary type="html">&lt;p&gt;Skorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''shrub''' is a small [[plant]] that grows naturally, as opposed to a domesticated [[farm]] crop.  They can be found all over the world in [[grass]]y areas, [[savanna]]s, [[desert]]s and [[mountain]]s.  They will also sprout on [[mud]]dy floor or soil underground if there are &amp;quot;spores&amp;quot; in the air from an [[underground river]] or [[Underground pool|pool]].  Shrubs are instrumental for [[plant gathering]], and in environments with a significant amount of [[vegetation]] they can be an excellent supply of food.  Gathering shrubs also serves to provide a supply of [[seed]]s for use in planting surface [[crops]], such as [[longland grass]] and [[wild strawberry]].&lt;br /&gt;
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==Harvesting==&lt;br /&gt;
Shrubs can be collected by dwarves with the [[herbalist]] labor enabled in order to produce plant items. Early on, shrubs are an important source of seeds for growing an above ground [[farm plot]].&lt;br /&gt;
Harvesting subterranean shrubs grown on a smoothed floor will make the floor rough.&lt;br /&gt;
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To collect plants, find green, healthy bushes &amp;amp;ndash; {{tile|&amp;quot;|#0f0|#000}} &amp;amp;ndash; rather than the dead or dried up brown ones &amp;amp;ndash; {{tile|&amp;quot;|#770|#000}} &amp;amp;ndash; and {{Key|d}}esignate them for {{Key|p}}lant gathering. Dwarves with the herbalist labor enabled and little else to do will rush out and start trying to gather plants. When an unskilled herbalist attempts to collect plants from a shrub, there is a high probability that he or she will fail to glean anything usable from it. There is usually plenty of available vegetation however, so designate a wide area and leave them to it.  &lt;br /&gt;
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Most plants collected from bushes can be brewed or cooked, and some can be used as [[dye]]s. Brewing or eating (but not cooking) plants will produce seeds, which can then be planted on outdoor farms in the proper [[biome]]. A [[stockpile]] should be created for storing the collected plants, or they will just be left outside to shrivel up in the sun. A general food stockpile will do, but a custom [[stockpile]] for specific plants will prevent the stockpile filling up with other junk.&lt;br /&gt;
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==Extra information==&lt;br /&gt;
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A shrub is a type of map tile, similar to [[tree]]s and [[wall]]s in that they are a state that can be designated for action, such as to be dug out or removed. They only occur naturally but tend to grow up very frequently during the year. &lt;br /&gt;
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In [[Dwarf Fortress mode|fortress mode]], it is not possible to know what type of plant a shrub will produce until it has been harvested.  In [[adventure mode]], however, all shrubs are clearly identifiable upon examination.&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[List of crops]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
* [[Tree]]s&lt;br /&gt;
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[[Category:Agriculture]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
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[[ru:Shrub]]&lt;/div&gt;</summary>
		<author><name>Skorpion</name></author>
	</entry>
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