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	<updated>2026-05-30T11:08:55Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma&amp;diff=192556</id>
		<title>v0.34:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma&amp;diff=192556"/>
		<updated>2013-09-10T22:42:14Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rewrote poorly written paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot [[flow|fluid]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering your map either by the edges or by the area beneath a magma pool. Magma that is above the ground is called '''Lava'''; the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot which can lead to even more [[Fun]]. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''[[magma-safe]]''' is extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for long enough. When magma is mixed with water it forms [[obsidian]]. Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow and cannot be cooled into obsidian.&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it.&lt;br /&gt;
&lt;br /&gt;
== Bringing Magma Up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: [[pump|pump stack]]s, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the magma sea via a conventional [[pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like steel or glass.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma will fill with magma. Minecarts full of magma can be tipped at track stop, which will pour the magma in a specified direction from the stop. Mine cart tracks can be built from the magma sea to the surface. Minecarts used for this must be magma safe. It may also be necessary to build rollers in magma to pull the minecarts out, which would also need to be magma safe. A minecart track can be operated by dwarves or fully automatic, using powered rollers. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
[[Minecart#Impulse ramps|Impulse ramps]] can be used to get magma-filled carts to whereever they need to go without having to provide power to an extensive system of rollers, and will fully automate bringing magma to the surface. Since such systems require comparatively little designation and magma-safe materials, work can be begun much earlier than some other methods of bringing magma to the surface.&lt;br /&gt;
&lt;br /&gt;
In [http://www.bay12forums.com/smf/index.php?topic=125679.msg4217863#msg4217863 one design] posted to the forums by gchristopher, a pump can provide power the roller, making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I {{who}} built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
{{main|Magma pool}}&lt;br /&gt;
Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (ie. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
[[Volcano]]es are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts.&lt;br /&gt;
&lt;br /&gt;
Magma in volcanoes does not exert [[pressure]] unless you pump magma into it so it is possible to cause magma to flow safely out of the volcano for use in industry or defense. One of the main difficulties of doing so is the risk of the miner getting engulfed by the magma. There are ways to minimise this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position, at least in the top of the volcano you can, standing on one level above and dig a channel.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=111883.0]&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task (ideally far away) they will run away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110724.0]&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the volcano pipe wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
{{Diagram|spaces=yes|&lt;br /&gt;
Z 0      &lt;br /&gt;
═════╗[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
....[#080]╥[#000][#880]║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
....[#080]║[#000][#880]║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
....[#080]╨[#000][#880]║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
═════╝[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
&lt;br /&gt;
Z -1     &lt;br /&gt;
   ║.║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
   ║▲║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
   ║▲║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
   ║▲║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
   ║.║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
}}&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[dig]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to cancel their designation (with a &amp;quot;warm stone&amp;quot; warning) once they are revealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping items into magma can generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem (except for problems relating to magma, see below)  encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? Pour... Um, wait a minute...&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Climate&amp;diff=186351</id>
		<title>v0.34:Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Climate&amp;diff=186351"/>
		<updated>2013-06-08T14:45:23Z</updated>

		<summary type="html">&lt;p&gt;Studoku: /* Hot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine|12:24, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Climate''' in Dwarf Fortress is a temperature rating only; actual ground cover is called a [[Biome|biome]].  In order from hottest to coldest, they are:&lt;br /&gt;
&lt;br /&gt;
''Note: If temperature is turned off, none of the mentioned effects will occur.''&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}};font-family:Courier New&amp;quot;&amp;gt;Scorching&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
'''Temperature:''' +++&lt;br /&gt;
&lt;br /&gt;
'''Availability of water:'''&lt;br /&gt;
Any existing [[Murky pool]] will dry up immediately. [[River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region:'''&lt;br /&gt;
If no river or [[ocean]] is available, it is hard to survive in this climate. Your only chance is to find a cave with water.&lt;br /&gt;
&lt;br /&gt;
In extremely hot regions (above {{ct|10078}}), [[dwarves]] and livestock may die from the heat (specifically, the fat in their bodies will ''melt'', causing them to bleed to death) if they remain outdoors for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}};font-family:Courier New&amp;quot;&amp;gt;Hot&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': ++&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
In dry biomes, [[Murky pool]] may evaporate during dry [[season]]s (usually [[summer]]) but can be refilled by [[rain]].&lt;br /&gt;
[[River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
If you lack a [[river]], be sure to dig out a [[reservoir|cistern]] before summer is upon you.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;Warm&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': +&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a Temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
Nothing of note.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:0}};font-family:Courier New&amp;quot;&amp;gt;Temperate&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': -&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Surface pools and rivers will freeze for part of the year.  The length of the freeze varies: They may start out frozen, thaw sometime during [[spring]], and remain liquid until [[winter]], or they may start out liquid and freeze for only a month or so in winter.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
If you lack a [[river]], you can dig out a [[reservoir|cistern]] in the non-freezing seasons. You can also use a source of heat (such as [[magma]]) to obtain liquid [[water]]. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that your none of your dwarves find themselves [[Swimming|suddenly submerged]] when the pools thaw later in the spring.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|1:1}};font-family:Courier New&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': --&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Surface pools and rivers are usually frozen but can thaw for a few months each year.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
The same measures as in temperate biomes can be taken.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|3:1}};font-family:Courier New&amp;quot;&amp;gt;Freezing&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature:''' ---&lt;br /&gt;
&lt;br /&gt;
'''Availability of water:'''&lt;br /&gt;
Surface pools and rivers remain frozen throughout the year in the majority of maps. &lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region:'''&lt;br /&gt;
:''See the [[Freezing|main article]] for more details.''&lt;br /&gt;
You must use a source of heat ([[magma]]) to obtain liquid [[water]]. Glacial ice can also be melted. Another option is an underground source of water.&lt;br /&gt;
&lt;br /&gt;
In extremely cold regions (below {{ct|9964}}), [[dwarves]] and livestock may succumb to frostbite if they remain outdoors for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
Occasionally biomes may make claims to be hotter or colder than they really are.  For example: some &amp;quot;Freezing&amp;quot; biomes may occasionally thaw {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weather]]&lt;br /&gt;
*[[Biome]]s&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Monarch&amp;diff=186350</id>
		<title>v0.34:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Monarch&amp;diff=186350"/>
		<updated>2013-06-08T14:25:52Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Minor grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:12, 20 May 2013 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| stands=5&lt;br /&gt;
| mandates=5&lt;br /&gt;
| demands=10&lt;br /&gt;
| arrival=&lt;br /&gt;
* 15,000☼ wealth in Architecture&lt;br /&gt;
* 5,000☼ in offerings to Dwarven [[caravan]]&lt;br /&gt;
* [[Fortress|Metropolis]] rank&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''monarch''' is the highest level [[noble]], and also the noble of the highest precedence.  Rather than being promoted from within, like the [[baron]], [[count]], and [[duke]], the monarch arrives as an immigrant from the previous capital.  A male monarch is known as a &amp;quot;king&amp;quot; and a female as a &amp;quot;queen&amp;quot;. Either may arrive with an opposite gendered &amp;quot;[[king consort]]&amp;quot; or &amp;quot;queen consort&amp;quot;, as well as an entourage that can include elite military dwarves and ordinary workers.&lt;br /&gt;
&lt;br /&gt;
Requirements for a monarch's arrival can be checked by pressing {{k|n}} {{k|c}} after a [[fortress]] has reached a certain [[wealth]]. It is unclear exactly what these requirements are, but usually a fortress must be a [[Fortress|metropolis]].&lt;br /&gt;
&lt;br /&gt;
When the monarch arrives, a fortress becomes the capital of its [[civilization]]. As a result, it can no longer receive visits from a dwarven [[liaison]], nor can it give goods to dwarven caravans as offerings.&lt;br /&gt;
&lt;br /&gt;
The monarch arrives at the same time as an [[immigration]] wave, but has an entirely separate entourage that can spawn from a different part of the map.  The monarch's entourage consists of a group of dwarves with Legendary +5 skill in a random weapon (but no skill in Fighter), Accomplished skill in Dodger, Shield User, and Armor User, and the &amp;quot;doesn't really care about anything anymore&amp;quot; trait. This wave will arrive even if you have exceeded your [[Immigration|population cap]].  &lt;br /&gt;
&lt;br /&gt;
It may occur that your monarch is an ancient vampire with more than 12000 kills to his name before setting foot in the city. Kings may also be of a different race, such as [[Main:Cacame Awemedinade|an elven king]].&lt;br /&gt;
&lt;br /&gt;
Some monarchs have been known to drop dead as soon as they enter the map, especially in older fortresses.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|\&lt;br /&gt;
[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Circus&amp;diff=172991</id>
		<title>Circus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Circus&amp;diff=172991"/>
		<updated>2012-06-10T10:52:23Z</updated>

		<summary type="html">&lt;p&gt;Studoku: I see circus used a lot to refer to the spoiler. Added a redirect to Clowns for other people who see it and search for it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Clowns]]&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&amp;diff=126375</id>
		<title>v0.31:Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&amp;diff=126375"/>
		<updated>2010-08-26T01:58:01Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:58, 26 August 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.&lt;br /&gt;
&lt;br /&gt;
== Locating your configuration file ==&lt;br /&gt;
The configuration files are in the data\init folder of the directory that you installed Dwarf Fortress to.&lt;br /&gt;
&lt;br /&gt;
== Editing the configuration file ==&lt;br /&gt;
You can edit the configuration files with any word processing software or program that can open .txt files. A good program to edit these files in Windows is notepad.&lt;br /&gt;
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.&lt;br /&gt;
&lt;br /&gt;
== Settings - init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
*[SOUND:ON]&lt;br /&gt;
Change the argument from &amp;quot;ON&amp;quot; to &amp;quot;OFF&amp;quot; to completely remove sound and music from the game. If this is &amp;quot;OFF&amp;quot;, it will not be possible to change the volume from the in game options menu.&lt;br /&gt;
&lt;br /&gt;
*[VOLUME:255]&lt;br /&gt;
Changes the default volume of sound in Dwarf Fortress. The argument can be any value from 0 to 255, with 255 representing 100% volume.&lt;br /&gt;
&lt;br /&gt;
=== Intro Movie ===&lt;br /&gt;
*[INTRO:YES]&lt;br /&gt;
Change the argument from &amp;quot;YES&amp;quot; to &amp;quot;NO&amp;quot; to turn off the intro movie. &lt;br /&gt;
&lt;br /&gt;
=== Window ===&lt;br /&gt;
*[WINDOWED:PROMPT]&lt;br /&gt;
Changes the window mode that Dwarf Fortress runs in. If this is &amp;quot;PROMPT&amp;quot; the game will ask you if you want to run in windowed or fullscreen mode. If this is &amp;quot;NO&amp;quot; the game will be fullscreen with no prompt, and if this is &amp;quot;YES&amp;quot; the game will be in windowed mode with no prompt.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDX:80]&lt;br /&gt;
If this is below 256, this specifies the width of the grid used by Dwarf Fortress with a minimum of 80. As such, the width of the window used will be the product of this value and the width of the font used. If this value is 256 or above, it specifies the width of the window used directly.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDY:25]&lt;br /&gt;
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.&lt;br /&gt;
&lt;br /&gt;
*[FONT:curses_640x300.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[RESIZABLE:YES]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot; you can resize the window while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
*[TOPMOST:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, the window is kept above all other windows.&lt;br /&gt;
&lt;br /&gt;
=== Fullscreen ===&lt;br /&gt;
These settings are used if the [WINDOWED:PROMPT/YES/NO] token is either &amp;quot;NO&amp;quot;, or &amp;quot;PROMPT&amp;quot; and the fullscreen option is chosen.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:0]&lt;br /&gt;
The width of the screen in fullscreen mode. If the value are 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENY:0]&lt;br /&gt;
The height of the screen in fullscreen mode. If the value is 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLFONT:curses_800x600.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles will be stretched to fit to the screen if there is a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space around the grid is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
*[GRAPHICS:NO]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to creature graphics.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
The window width used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
The window height used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
The font used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
The width of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
The height of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
The font used by Dwarf Fortress when in fullscreen mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles are stretched to fit window in the case of a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Video Card Options ===&lt;br /&gt;
&lt;br /&gt;
*[PRINT_MODE:2D]&lt;br /&gt;
This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are &amp;quot;2D&amp;quot;, &amp;quot;2DSW&amp;quot;, &amp;quot;2DASYNC&amp;quot;, &amp;quot;STANDARD&amp;quot;, &amp;quot;TEXT&amp;quot;, &amp;quot;ACCUM_BUFFER&amp;quot;, &amp;quot;FRAME_BUFFER&amp;quot;, &amp;quot;VBO&amp;quot; and &amp;quot;PARTIAL&amp;quot;.&lt;br /&gt;
&amp;quot;PARTIAL&amp;quot; print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.&lt;br /&gt;
&amp;quot;TEXT&amp;quot; is only available on Macintosh and Linux.&lt;br /&gt;
&lt;br /&gt;
*[SINGLE_BUFFER:NO]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot; Dwarf Fortress will use double buffering, which may reduce flickering of the screen at the expense of a possible (small) drop in frame rate. If this is &amp;quot;YES&amp;quot;, double buffering is turned off.&lt;br /&gt;
&lt;br /&gt;
*[ARB_SYNC:NO]&lt;br /&gt;
On video cards that support the OpenGL ARB_sync extension, turning this on can greatly improve performance in GPU overload conditions. However, this can cause Dwarf Fortress to crash on some video cards.&lt;br /&gt;
&lt;br /&gt;
*[VSYNC:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, when Dwarf Fortress redraws the screen it will wait for the monitor to finish it's vertical retrace. This can negatively impact your FPS if G_FPS is set high, as the game is forced to suspend calculating game frames to wait for the monitor to finish. The main reason to change this to &amp;quot;YES&amp;quot; is if tearing of the game image occurs regularly for you.&lt;br /&gt;
&lt;br /&gt;
*[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
Can be either &amp;quot;LINEAR&amp;quot; or &amp;quot;NEAREST&amp;quot;. If it is &amp;quot;NEAREST&amp;quot;, the texture values use the nearest pixel value without averaging. If it is &amp;quot;LINEAR&amp;quot;, the texture values use the average of the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
=== FPS ===&lt;br /&gt;
*[FPS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; a FPS counter is displayed on the top left corner.&lt;br /&gt;
&lt;br /&gt;
*[FPS_CAP:100]&lt;br /&gt;
The game frames per second the game limits itself to. This changes the number of turns calculated per second, not the graphical frames displayed. If this value is 0 the FPS is uncapped.&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
The graphical frames per second the game attempts to draw. This changes the number of times Dwarf Fortress draws itself to the screen per second. Lower numbers will cause Dwarf Fortress to run faster but skip displaying more game frames between each redraw.&lt;br /&gt;
To find the number of game frames that are calculated per redraw done by Dwarf Fortress, divide the value for FPS_CAP by the value of G_FPS_CAP. In the default case, this is 100/50=2, so every second frame calculated dwarf fortress will redraw to the screen.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
*[PRIORITY:NORMAL]&lt;br /&gt;
Change this to affect the process priority of Dwarf Fortress. Higher priorities mean that Dwarf Fortress will run faster and other programs will run slower. Possible values are &amp;quot;REALTIME&amp;quot;, &amp;quot;HIGH&amp;quot;, &amp;quot;ABOVE_NORMAL&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;BELOW_NORMAL&amp;quot; and &amp;quot;IDLE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
*[ZOOM_SPEED:10]&lt;br /&gt;
How fast the game zooms. A value of 10 corresponds to increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]&lt;br /&gt;
Change this to &amp;quot;NO&amp;quot; if you want to leave save uncompressed. If &amp;quot;YES&amp;quot;, saves are compressed in the .zip format to save space.&lt;br /&gt;
&lt;br /&gt;
=== Mouse ===&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
Determines if the game accepts mouse input.&lt;br /&gt;
&lt;br /&gt;
*[MOUSE_PICTURE:NO]&lt;br /&gt;
If the game should display a picture in place of the system mouse icon. The picture lags if Dwarf Fortress is lagging.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard ===&lt;br /&gt;
*[KEY_HOLD_MS:250]&lt;br /&gt;
The number of milliseconds before holding a key causes it to be repeated.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_MS:150]&lt;br /&gt;
The number of milliseconds between consecutive repetitions of a held key.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
*[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
*[MACRO_MS:150]&lt;br /&gt;
The number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
== Settings - d_init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Save Behavior ===&lt;br /&gt;
*[AUTOSAVE:NONE]&lt;br /&gt;
When Dwarf Fortress should automatically save your game. If this is &amp;quot;NONE&amp;quot;, Dwarf Fortress never saves your game for you. Possible values are &amp;quot;NONE&amp;quot;, &amp;quot;SEASONAL&amp;quot; and &amp;quot;YEARLY&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[AUTOBACKUP:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will back up your save file each time it autosaves your game.&lt;br /&gt;
&lt;br /&gt;
*[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
If Dwarf Fortress should pause the game each time it autosaves for you.&lt;br /&gt;
&lt;br /&gt;
*[INITIAL_SAVE:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will save the game immediately after you embark.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
*[IDLERS:TOP]&lt;br /&gt;
Where to display the number of idlers. The value can be either &amp;quot;TOP&amp;quot;, &amp;quot;BOTTOM&amp;quot;, or &amp;quot;OFF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[PAUSE_ON_LOAD:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, Dwarf Fortress starts Fortress mode paused.&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
Turns on or off temperature. If temperature is off, being adjacent to lava will not cause objects (or creatures) to burn, nor will dwarves have any problems running around on top of glaciers naked if they so desire. Direct contact with lava or firebreath will still cause lots of Fun though.&lt;br /&gt;
&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
Turns on or off weather. If weather is off it will never rain or snow.&lt;br /&gt;
&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
Turns on or off the fortress mode dwarven economy.&lt;br /&gt;
&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
Turns on or off fortress mode sieges. Turning this off for your first couple of games may make the game easier to start with.&lt;br /&gt;
&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; it is possible for cave-ins to occur.&lt;br /&gt;
&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
Turns on or off strange moods and the resulting artifacts.&lt;br /&gt;
&lt;br /&gt;
*[ZERO_RENT:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit for a king.&lt;br /&gt;
&lt;br /&gt;
*[TESTING_ARENA:YES]&lt;br /&gt;
Turns on or off the testing arena.&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
The path finding costs associated with different traffic values. &lt;br /&gt;
&lt;br /&gt;
*[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; pets will not be able to be buried in coffins.&lt;br /&gt;
&lt;br /&gt;
*[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
*[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
*[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress will display the quality of items in the name. If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, inspecting engravings and artifacts in Fortress Mode will have an extended history displayed.&lt;br /&gt;
&lt;br /&gt;
*[LOG_MAP_REJECTS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will log the reason why maps were rejected during world gen in the log.txt file.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Mode ===&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
*[ADVENTURER_TRAPS:NO]&lt;br /&gt;
If you set this to &amp;quot;YES&amp;quot; your adventurer will trigger the traps of your old fortresses&lt;br /&gt;
*[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
=== Nicknames ===&lt;br /&gt;
*[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
=== Embark Options ===&lt;br /&gt;
*[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
*[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
*[EMBARK_RECTANGLE:4:4]&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
*[WOUND_COLOR_NONE:7:0:1]&lt;br /&gt;
The color of body parts when there are no recorded active wounds on the part.&lt;br /&gt;
Default = white&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MINOR:6:0:0]&lt;br /&gt;
The color of body parts when there is any damage that doesn't have functional/structural consequences (might be heavy bleeding though).&lt;br /&gt;
Default = brown&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_INHIBITED:6:0:1]&lt;br /&gt;
The color of body parts when there is any muscular, structural or functional damage without total loss.&lt;br /&gt;
Default = yellow&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_FUNCTION_LOSS:3:0:1]&lt;br /&gt;
The color of body parts when an important function of the part is completely lost, but the part is structurally sound (or at least partially intact).&lt;br /&gt;
Default = bright cyan&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_BROKEN:4:0:1]&lt;br /&gt;
The color of body parts when the part has lost all structural integrity or muscular ability.&lt;br /&gt;
Default = bright red&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MISSING:0:0:1]&lt;br /&gt;
The color of body parts when the part is completely gone.&lt;br /&gt;
Default = dark gray&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level.&lt;br /&gt;
The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;. &amp;lt;character&amp;gt; can be either an ASCII number or a character in single quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level while indoors.&lt;br /&gt;
The format is the same as for SKY above.&lt;br /&gt;
&lt;br /&gt;
*[PILLAR_TILE:'O']&lt;br /&gt;
The tile displayed for pillars. Pillars are created at the ends of strings of wall tiles.&lt;br /&gt;
&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; the ground will be varied randomly using the tiles ,.`'.&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, only the period will be used for ground tiles.&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, all engravings are displayed initially looking the same. Otherwise all engravings have a random tile given to them initially.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress displays water as numbers from 1-7 indicating depth.&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Doctor&amp;diff=126353</id>
		<title>v0.31:Doctor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Doctor&amp;diff=126353"/>
		<updated>2010-08-25T12:07:46Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|12:07, 25 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Doctor''' is a category profession.   It contains skills relating to the recovery and healing of wounded dwarves.&lt;br /&gt;
&lt;br /&gt;
An adult {{L|dwarf}} whose best {{L|skill}} is in this category, and who has accumulated ranks in other doctor skills (how much is not clear) will be known as a Doctor.&lt;br /&gt;
&lt;br /&gt;
Once he has achieved 'grand master' skill in one of these skills, but not in the others, he will be known by this skill.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has {{L|experience}} in only one doctor skill he will be known by his or her highest skill.&lt;br /&gt;
&lt;br /&gt;
The {{L|Healthcare}} skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Doctor|5:0|5:0|&lt;br /&gt;
* {{L|Bone doctor}}&lt;br /&gt;
* {{L|Diagnostician}}&lt;br /&gt;
* {{L|Surgeon}}&lt;br /&gt;
* {{L|Suturer}}&lt;br /&gt;
* {{L|Wound dresser}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
;See also:&lt;br /&gt;
:* {{L|Skill#Professions.2C_colors.2C_.26_skill_categories|Skill categories}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=126301</id>
		<title>v0.31:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=126301"/>
		<updated>2010-08-24T15:49:24Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
&lt;br /&gt;
A [[drawbridge]], when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Bookkeeper Exercise Program==&lt;br /&gt;
&lt;br /&gt;
Changing your [[bookkeeper]]'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to [[legendary]]. Even if this is a bug it is not really an exploit, since a) you actually want highest precision anyway b) he attains highest precision rather fast (depending, for example, on how many stones you have mined) and thus one can not train an unlimited number of, if even several, dwarves that way.&lt;br /&gt;
&lt;br /&gt;
Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a {{L|Manager}}, skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to {{L|legendary}} as an {{L|Organizer}}.  The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become very angry if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit [[zone]] instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== Trap fields ==&lt;br /&gt;
&lt;br /&gt;
Laying a field of [[trap]]s with a sufficient depth can protect your fortress from all invaders (except the ones that are trap immune) with no need to maintain a [[military]].  Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Hell's back door ==&lt;br /&gt;
&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=126300</id>
		<title>v0.31:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=126300"/>
		<updated>2010-08-24T15:47:34Z</updated>

		<summary type="html">&lt;p&gt;Studoku: /* Manager Exercise Program */- Removed mention of Arsenal Dwarf since the position no longer exists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
&lt;br /&gt;
A [[drawbridge]], when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Bookkeeper Exercise Program==&lt;br /&gt;
&lt;br /&gt;
Changing your [[bookkeeper]]'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to [[legendary]]. Even if this is a bug it is not really an exploit, since a) you actually want highest precision anyway b) he attains highest precision rather fast (depending, for example, on how many stones you have mined) and thus one can not train an unlimited number of, if even several, dwarves that way.&lt;br /&gt;
&lt;br /&gt;
Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a {{L|Manager}}, skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to {{L|legendary}} as an {{L|Organizer}}.  The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become very angry if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit [[zone]] instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== Trap fields ==&lt;br /&gt;
&lt;br /&gt;
Laying a field of [[trap]]s with a sufficient depth can protect your fortress from all invaders (except the ones that are trap immune) with no need to maintain a [[military]].  Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Hell's back door ==&lt;br /&gt;
&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ash_(tree)&amp;diff=126234</id>
		<title>v0.31:Ash (tree)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ash_(tree)&amp;diff=126234"/>
		<updated>2010-08-23T10:17:23Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:31, 8 August 2010 (UTC)}}&lt;br /&gt;
{{TreeInfo&lt;br /&gt;
|name=Ash&lt;br /&gt;
|symbol=♠&lt;br /&gt;
|biome=* {{L|Forest|Any temperate broadleaf forest}}&lt;br /&gt;
|dry=1&lt;br /&gt;
|autumncolor=yes&lt;br /&gt;
|density=620&lt;br /&gt;
|wiki=Fraxinus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the more industrially related {{L|ash}} used in the {{L|farmer|farming}} and {{L|glassmaker|glassmaking}} industries, ash {{L|tree}}s are one of the many genera of above ground trees modeled in dwarf fortress. Logs from {{L|wood cutter|cut}} ash trees are brown and produce brown products.&lt;br /&gt;
&lt;br /&gt;
Constructions and other items made from ash wood are referred to as Ashen; eg: -Ashen Bed-. This is to distinguish them from constructions made from ashes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sandy_clay_loam&amp;diff=126233</id>
		<title>v0.31:Sandy clay loam</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sandy_clay_loam&amp;diff=126233"/>
		<updated>2010-08-23T10:12:21Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:12, 23 August 2010 (UTC)}}{{soillookup/0|wiki=Soil}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sandy clay loam''' is one of the many types of {{L|soil}} that can be found in Dwarf Fortress. Sandy clay loam layers occasionally contain an {{L|aquifer}}.&lt;br /&gt;
&lt;br /&gt;
Despite its name, it can '''not''' be used as a source of {{L|sand}} for {{L|glassmaking}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gravity&amp;diff=126205</id>
		<title>v0.31:Gravity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gravity&amp;diff=126205"/>
		<updated>2010-08-22T20:06:49Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:06, 22 August 2010 (UTC)}}{{av}}&lt;br /&gt;
 &amp;quot;The bigger they are, the harder they fall&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When designing {{L|trap design|pit traps}}, one consideration to keep in mind is how a creature will respond to the fall. Larger creatures like {{L|blind cave ogre}}s don't require much: a five story drop will kill nine out of ten of them, and the tenth one will bleed to death within a game week. Smaller creatures like crundles or creeping eyes, however, tend to land lightly and require a much longer drop.&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lizard&amp;diff=126194</id>
		<title>v0.31:Lizard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lizard&amp;diff=126194"/>
		<updated>2010-08-22T14:33:56Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:33, 22 August 2010 (UTC)}}{{VerminInfo|name=Lizard|symbol=∙|color=2:0:1|biome=* Not freezing|&lt;br /&gt;
spring=1|summer=1|autumn=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''A small reptile.''&lt;br /&gt;
&lt;br /&gt;
'''Lizards''' are an {{L|above ground}} {{L|vermin}}. They are found in any area that is not {{L|biome|freezing}}, but will not be found in winter. They are known to eat {{L|stockpile|stockpiled}} {{L|food}}, and some dwarves will get an unhappy {{L|thought}} from encountering one.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mineshaft_stitching&amp;diff=126193</id>
		<title>v0.31:Mineshaft stitching</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mineshaft_stitching&amp;diff=126193"/>
		<updated>2010-08-22T14:32:44Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:32, 22 August 2010 (UTC)}}{{av}}&lt;br /&gt;
When using [[Exploratory mining#Mine shafts|mine shafts]], dwarves will prefer to dig all of one level before moving on to the next. This can result in a lot of time spent moving, as miners go up and down mine shafts. If you have a large number of relatively unskilled miners, this is unlikely to be a problem: digging time will dominate in any case. If you have one or two legendary miners, this is quite annoying. As a solution, you can creating a single path that forces your dwarf to finish one shaft before moving on to the next. To do so, connect shafts alternately at the top and bottom layers, so the shaft snakes through the area. For example, the top, middle, and bottom layers could look like: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:5px;float:left&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
.X▒▒X..X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X..X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:5px;float:left&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:5px;float:left&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒.▒▒.▒▒.▒&lt;br /&gt;
▒.▒▒.▒▒.▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clearly you can repeat the middle layer as often as you want: I recommend at least 5-10 levels to really make this worthwhile. Note that this pattern creates a very long walkway back to the start of the mineshafts. If you do not excavate routinely, consider connecting the top-level paths of areas you have already explored.&lt;br /&gt;
&lt;br /&gt;
=== AHK script ===&lt;br /&gt;
An AHK script to construct such a pattern is provided below, based on [[User:StrawberryBunny/Mineshaft.ahk|this script]], but using many fewer keystrokes, constructing only necessary stairs at the top and bottom, and capable of being canceled at any time&lt;br /&gt;
&lt;br /&gt;
In the previous version of DF, there was an alternate version [[User:Jondan/stitch.ahk|here]]. It has not been tested for 2010, but there is no reason it shouldn't work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; stitching.ahk					   ;&lt;br /&gt;
 ; this is an ahk script to place exploratory mine shafts. ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ;               					   ;&lt;br /&gt;
 ; Alt+Shift+c to change parameters			   ;&lt;br /&gt;
 ; Alt+Shift+s to run				           ;&lt;br /&gt;
 ; Ctrl+c cancel anytime 				   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Seth Fogarty				           ;&lt;br /&gt;
 ; Based on a script by StrawberryBunny			   ;&lt;br /&gt;
 ; Bug fix from Corey Amend				   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
depth = 3&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
&lt;br /&gt;
DropShaft(vertdir, depth, wait)&lt;br /&gt;
{&lt;br /&gt;
        if (vertdir = &amp;quot;&amp;gt;&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		Send j&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		Send u&lt;br /&gt;
	}&lt;br /&gt;
	Send {Enter 2}i&lt;br /&gt;
	tmp := depth -1&lt;br /&gt;
	Loop %tmp%&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%{Enter 2}&lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
        if (vertdir = &amp;quot;&amp;gt;&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%u{Enter 2}&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%j{Enter 2}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
$+!c::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox depth, Input Depth, Mineshaft depth: z-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
$^c::&lt;br /&gt;
  Critical&lt;br /&gt;
  ExitApp&lt;br /&gt;
  return&lt;br /&gt;
&lt;br /&gt;
$+!s::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
vdir = &amp;gt;&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	DropShaft(vdir, depth, wait)&lt;br /&gt;
        if (vdir = &amp;quot;&amp;gt;&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		vdir = &amp;lt;&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		vdir = &amp;gt;&lt;br /&gt;
	}&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send d%hdir%{Enter}&lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir%{Enter}%hdir%{Enter}%hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir%{Enter}%hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	{&lt;br /&gt;
}&lt;br /&gt;
DropShaft(vdir, depth, wait)&lt;br /&gt;
if (vdir = &amp;quot;&amp;gt;&amp;quot;) &lt;br /&gt;
{&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send &amp;lt;&lt;br /&gt;
	}&lt;br /&gt;
}	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ahk scripts]]&lt;br /&gt;
[[Category:FAQ - Mining]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Relationship&amp;diff=126192</id>
		<title>v0.31:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Relationship&amp;diff=126192"/>
		<updated>2010-08-22T14:27:57Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|14:27, 22 August 2010 (UTC)}}{{av}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Relationship&amp;diff=126191</id>
		<title>v0.31:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Relationship&amp;diff=126191"/>
		<updated>2010-08-22T14:27:39Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Created page with '{{av}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Loosing&amp;diff=126189</id>
		<title>Talk:Loosing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Loosing&amp;diff=126189"/>
		<updated>2010-08-22T14:16:17Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Loosing&amp;diff=126188</id>
		<title>Loosing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Loosing&amp;diff=126188"/>
		<updated>2010-08-22T14:16:02Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Not version specific- can use a generic article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[http://dictionary.reference.com/search?q=loosing Loosing] (pron. ''loo''-'''s'''ing)&lt;br /&gt;
:Present participle of the verb &amp;quot;to loose,&amp;quot; which means:&lt;br /&gt;
&lt;br /&gt;
:* &amp;quot;chanting in the bathroom&amp;quot; (cf. [http://en.wikipedia.org/wiki/Waterloo_%28ABBA_song%29])&lt;br /&gt;
:* &amp;quot;freeing&amp;quot;, as in &amp;quot;setting loose&amp;quot; (Loosing the hounds of war)&lt;br /&gt;
:* &amp;quot;causing to be loose&amp;quot; (Loosing a knot)&lt;br /&gt;
:* &amp;quot;letting fly&amp;quot; (Loosing an arrow)&lt;br /&gt;
:* &amp;quot;making less strict&amp;quot; (Loosening of trade restrictions)&lt;br /&gt;
&lt;br /&gt;
Compare the similar verb &amp;quot;[http://dictionary.reference.com/search?q=loosening loosening].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contrast with {{L|Losing}} (pron. ''loo''-'''z'''ing)&lt;br /&gt;
:Present participle of the verb &amp;quot;to lose&amp;quot;, which is the opposite of winning. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Please learn the difference.&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Loosing&amp;diff=126187</id>
		<title>v0.31:Loosing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Loosing&amp;diff=126187"/>
		<updated>2010-08-22T14:13:24Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[http://dictionary.reference.com/search?q=loosing Loosing] (pron. ''loo''-'''s'''ing)&lt;br /&gt;
:Present participle of the verb &amp;quot;to loose,&amp;quot; which means:&lt;br /&gt;
&lt;br /&gt;
:* &amp;quot;chanting in the bathroom&amp;quot; (cf. [http://en.wikipedia.org/wiki/Waterloo_%28ABBA_song%29])&lt;br /&gt;
:* &amp;quot;freeing&amp;quot;, as in &amp;quot;setting loose&amp;quot; (Loosing the hounds of war)&lt;br /&gt;
:* &amp;quot;causing to be loose&amp;quot; (Loosing a knot)&lt;br /&gt;
:* &amp;quot;letting fly&amp;quot; (Loosing an arrow)&lt;br /&gt;
:* &amp;quot;making less strict&amp;quot; (Loosening of trade restrictions)&lt;br /&gt;
&lt;br /&gt;
Compare the similar verb &amp;quot;[http://dictionary.reference.com/search?q=loosening loosening].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contrast with {{L|Losing}} (pron. ''loo''-'''z'''ing)&lt;br /&gt;
:Present participle of the verb &amp;quot;to lose&amp;quot;, which is the opposite of winning. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Please learn the difference.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- Loosing is a popular sport played by Dwarves when the player is away from the keyboard. It involves taking the partner's left ear, and making it touch their own right ear. This makes for a very entertaining watch. --&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- that makes absolutely no sense to me. --Savok --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Justice&amp;diff=126186</id>
		<title>v0.31:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Justice&amp;diff=126186"/>
		<updated>2010-08-22T14:10:56Z</updated>

		<summary type="html">&lt;p&gt;Studoku: /* Crimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
Justice is available in the game once a {{L|Sheriff}} or {{L|Captain of the guard|Captain of the Guard}} has been appointed through the {{L|Noble|{{k|n}}obles}} screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the {{k|z}}-status screen.&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
Dwarves have a limited number of crimes:&lt;br /&gt;
* Violated an export ban.&lt;br /&gt;
* Ignored a production {{L|mandate}}.&lt;br /&gt;
* Vandalism - destroyed furniture, doors, or buildings.&lt;br /&gt;
* Attacked a dwarf or tame animal.&lt;br /&gt;
* Killed a fellow dwarf or tame animal.&lt;br /&gt;
The most common crime in a well-managed fortress is &amp;quot;violating an export ban&amp;quot; - the dwarf carelessly carried a banned item to the trade depot, and a merchant left the map with it. It often happens when a noble decides to ban an export - AFTER you've traded away a relevant item.&lt;br /&gt;
&lt;br /&gt;
Less well-managed fortresses might see dwarves throwing {{L|tantrum|tantrums}}.  Then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess. Often instead of punches, they'll use the weapons they're carrying.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a sheriff has been assigned.  In increasing order of severity:&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Beating by a {{L|fortress guard}}.&lt;br /&gt;
# Hammering by the {{L|Hammerer}}.&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the Sheriff, or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to fit the prisoner to a restraint; however, if no restraints are available, the guard will upgrade the punishment to a beating. Beatings or incarceration will give a dwarf an unhappy thought. Note that it is usually not a good idea to train this squad to physical perfection and equip them with adamantine weapons if you want your dwarves to survive the beating. Adamantine hammers, on the other hand, are a good choice, as the guards might as well assault the criminal with an overfluffed pillow. Or, obviously, an execution from the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===Cages and Chains===&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as {{l|jail}}s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. Depending on how strong the imprisoned dwarf is, it may be possible for them to escape from their incarceration. It is recommended that there be food and booze stockpiles next to the chain.&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Justice&amp;diff=126185</id>
		<title>v0.31:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Justice&amp;diff=126185"/>
		<updated>2010-08-22T14:10:23Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
Justice is available in the game once a {{L|Sheriff}} or {{L|Captain of the guard|Captain of the Guard}} has been appointed through the {{L|Noble|{{k|n}}obles}} screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the {{k|z}}-status screen.&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
Dwarves have a limited number of crimes:&lt;br /&gt;
* Violated an export ban.&lt;br /&gt;
* Ignored a production mandate.&lt;br /&gt;
* Vandalism - destroyed furniture, doors, or buildings.&lt;br /&gt;
* Attacked a dwarf or tame animal.&lt;br /&gt;
* Killed a fellow dwarf or tame animal.&lt;br /&gt;
The most common crime in a well-managed fortress is &amp;quot;violating an export ban&amp;quot; - the dwarf carelessly carried a banned item to the trade depot, and a merchant left the map with it. It often happens when a noble decides to ban an export - AFTER you've traded away a relevant item.&lt;br /&gt;
&lt;br /&gt;
Less well-managed fortresses might see dwarves throwing {{L|tantrum|tantrums}}.  Then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess. Often instead of punches, they'll use the weapons they're carrying.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a sheriff has been assigned.  In increasing order of severity:&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Beating by a {{L|fortress guard}}.&lt;br /&gt;
# Hammering by the {{L|Hammerer}}.&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the Sheriff, or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to fit the prisoner to a restraint; however, if no restraints are available, the guard will upgrade the punishment to a beating. Beatings or incarceration will give a dwarf an unhappy thought. Note that it is usually not a good idea to train this squad to physical perfection and equip them with adamantine weapons if you want your dwarves to survive the beating. Adamantine hammers, on the other hand, are a good choice, as the guards might as well assault the criminal with an overfluffed pillow. Or, obviously, an execution from the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===Cages and Chains===&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as {{l|jail}}s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. Depending on how strong the imprisoned dwarf is, it may be possible for them to escape from their incarceration. It is recommended that there be food and booze stockpiles next to the chain.&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crime&amp;diff=126184</id>
		<title>Crime</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crime&amp;diff=126184"/>
		<updated>2010-08-22T14:08:29Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Redirected page to Justice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Justice]]&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:MagmaTomb.png&amp;diff=126097</id>
		<title>File talk:MagmaTomb.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:MagmaTomb.png&amp;diff=126097"/>
		<updated>2010-08-20T16:49:19Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is that a bed or a coffin? --[[User:Niggy|Niggy]] 16:24, 20 August 2010 (UTC)&lt;br /&gt;
:: It's a coffin. A bed looks different and wouldn't be in a tomb anyway.-[[User:Studoku|Studoku]] 16:49, 20 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bronze&amp;diff=125884</id>
		<title>v0.31:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bronze&amp;diff=125884"/>
		<updated>2010-08-18T01:54:10Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:54, 18 August 2010 (UTC)}}{{Alloy|name=Bronze|color=6:4:0|color1=7:3:0|color2=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|tin}} {{L|bar}}&lt;br /&gt;
* 1 {{L|copper}} {{L|bar}}&lt;br /&gt;
- or -&lt;br /&gt;
* 1 {{L|cassiterite}}&lt;br /&gt;
* 1 {{L|copper}} {{L|ore}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 5&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bronze''' is an alloy of tin and copper. Unlike in previous versions, bronze produces better weapons than pure {{L|iron}}. Bronze can also be used to make {{L|furniture}} and ''other objects'' at a {{L|metalsmith's forge}}.&lt;br /&gt;
&lt;br /&gt;
Bronze can be made using one of the following recipes:&lt;br /&gt;
&lt;br /&gt;
*{{L|Tin}} bar + {{L|Copper}} bar&lt;br /&gt;
*{{L|Cassiterite}} + {{L|Native copper}} or {{L|Malachite}} or {{L|Tetrahedrite}}&lt;br /&gt;
&lt;br /&gt;
Bronze has a {{L|value}} of 5 and uses the same ingredients as {{L|fine pewter}} (which also has a value of 5). If you find yourself short of {{L|tin}}, use this metal to make your objects of art instead of using fine pewter.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Shop&amp;diff=125883</id>
		<title>v0.31 Talk:Shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Shop&amp;diff=125883"/>
		<updated>2010-08-18T01:43:23Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Created page with 'Since there appears to be no economy in DF2010, can someone verify that shops exist? -~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since there appears to be no economy in DF2010, can someone verify that shops exist? -[[User:Studoku|Studoku]] 01:43, 18 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shop&amp;diff=125882</id>
		<title>v0.31:Shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shop&amp;diff=125882"/>
		<updated>2010-08-18T01:41:37Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Building|name=Shop|key=z&lt;br /&gt;
|job=&lt;br /&gt;
None&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
Skill appropriate to building material&lt;br /&gt;
|purpose=&lt;br /&gt;
Allows dwarves to purchase items&lt;br /&gt;
}}&lt;br /&gt;
{{verify}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Large_gems&amp;diff=125716</id>
		<title>Large gems</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Large_gems&amp;diff=125716"/>
		<updated>2010-08-16T22:39:44Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Redirected page to DF2010:Gem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Gem]]&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bronze&amp;diff=125541</id>
		<title>v0.31:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bronze&amp;diff=125541"/>
		<updated>2010-08-15T03:12:23Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Bronze|color=6:4:0|color1=7:3:0|color2=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|tin}} {{L|bar}}&lt;br /&gt;
* 1 {{L|copper}} {{L|bar}}&lt;br /&gt;
- or -&lt;br /&gt;
* 1 {{L|cassiterite}}&lt;br /&gt;
* 1 {{L|copper}} {{L|ore}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 5&lt;br /&gt;
}}{{av}}{{Quality|Fine|05:43, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bronze''' is an alloy of tin and copper. Unlike in previous versions (or real life), bronze produces better weapons than pure {{L|iron}}. Bronze can also be used to make {{L|furniture}} and ''other objects'' at a {{L|metalsmith's forge}}.&lt;br /&gt;
&lt;br /&gt;
Bronze can be made using one of the following recipes:&lt;br /&gt;
&lt;br /&gt;
*{{L|Tin}} bar + {{L|Copper}} bar&lt;br /&gt;
*{{L|Cassiterite}} + {{L|Native copper}} or {{L|Malachite}} or {{L|Tetrahedrite}}&lt;br /&gt;
&lt;br /&gt;
Bronze has a {{L|value}} of 5 and uses the same ingredients as {{L|fine pewter}} (which also has a value of 5). If you find yourself short of {{L|tin}}, use this metal to make your objects of art instead of using fine pewter.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_eagle&amp;diff=125540</id>
		<title>v0.31:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_eagle&amp;diff=125540"/>
		<updated>2010-08-15T02:59:02Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:44, 6 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant Eagle&lt;br /&gt;
|symbol=E|color=6:0:0&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Mountain}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|valm=4&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''An enormous bird-like monster that nests in the high mountains.  Its hunt can range over the entire known world and it will kill anything it can carry back to its perch.''&lt;br /&gt;
&lt;br /&gt;
'''Giant eagles''' can be trained into war/hunting giant eagles at a {{L|kennel}}. They are one of the more preferred animals to train, as they can fly and they are really hard to kill by melee enemies. &lt;br /&gt;
&lt;br /&gt;
They come with {{l|elf|elven}} {{l|caravan}}s, if the elven {{l|civilization}} is situated in a mountain area. If you get a chance to buy them {{l|tame}}d, make sure to do so. Try and get a breeding pair if you can and breed them like they're the last eagles on the world; you won't regret it!&lt;br /&gt;
&lt;br /&gt;
They can be extremely annoying to an early fortress due to them killing your migrants mercilessly and flying over your walls.&lt;br /&gt;
&lt;br /&gt;
Also note that Giant Eagles are exotic creatures and require a {{L|Dungeon Master}} to tame.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wild_strawberry&amp;diff=125539</id>
		<title>v0.31:Wild strawberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wild_strawberry&amp;diff=125539"/>
		<updated>2010-08-15T02:41:40Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=4:0:0|seed_color=0:0:1|character=:|name=Wild strawberry&lt;br /&gt;
|edible=Yes&lt;br /&gt;
|cookable=Yes&lt;br /&gt;
|alcohol={{L|Strawberry wine}}&lt;br /&gt;
|rarity=Common&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1&lt;br /&gt;
|habitat=Not freezing (Dry)&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|09:10, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Wild strawberries''' are an {{L|above ground|above-ground}} {{L|crop}}. They can be {{L|plant gathering|gathered}} nearly anywhere, and are common items when {{L|trading}} with non-dwarven {{L|caravan|caravans}}. They can be {{L|food|eaten raw}}, {{L|cooking|cooked}}, or {{L|brewing|brewed}} into {{L|Strawberry wine}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125516</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125516"/>
		<updated>2010-08-14T16:11:14Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Rated article &amp;quot;Masterwork&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|16:11, 14 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Irrigation is the process of adding water to an underground or rock tile so that it can be {{L|farm plot|farmed}}. This is done by flooding the tile with {{L|water}}. Any amount of water will suffice but the less water, the better — farms cannot be built on any square containing water of {{L|water depth|2/7 or deeper}}. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible, so this is only an issue if deep water is placed in an enclosed area.&lt;br /&gt;
&lt;br /&gt;
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a {{L|construction}} is built over it. Viewing the tile will cause it to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.&lt;br /&gt;
&lt;br /&gt;
Farms must be built on muddy tiles. Farms cannot be built on underground tiles (rock or soil) unless those tiles have been muddied. This is not the case for above ground farming, where you can {{L|gather plants}} and {{L|Still|brew}} them for alcohol or even farm in above ground soil with the gathered seeds. But underground farming is a generally quicker, safer and more reliable (and dwarven) way to gain {{L|food}} and {{L|alcohol}}. Plus, you can only embark with seeds for underground crops. So, it is useful to know how to irrigate with as little investment in workshops and mechanisms as possible.&lt;br /&gt;
&lt;br /&gt;
Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.&lt;br /&gt;
&lt;br /&gt;
{{L|Magma}}, for obvious reasons, cannot be used to irrigate but can cause {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Easy Irrigation ==&lt;br /&gt;
&lt;br /&gt;
One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and take time to set up). They can also be daunting to newer players and mistakes can result in floods or famine - common sources of {{L|fun}}. The methods below are designed to work without mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== via Murky Pool===&lt;br /&gt;
&lt;br /&gt;
Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.&lt;br /&gt;
&lt;br /&gt;
You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should about about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.&lt;br /&gt;
&lt;br /&gt;
Finally, channel out the one tile between the tunnel and the pool and the water will flow in.&lt;br /&gt;
&lt;br /&gt;
If you miscalculate the area, there are two possible outcomes, both easily solvable-&lt;br /&gt;
&lt;br /&gt;
:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.&lt;br /&gt;
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water {{L|evaporation|evaporates}} (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.&lt;br /&gt;
&lt;br /&gt;
=== via Buckets===&lt;br /&gt;
&lt;br /&gt;
It is possible to irrigate an area by carrying water in {{l|buckets}} from virtually any source, such as a {{L|brook}}, a {{L|river}}, or a good-sized {{L|murky pool}}.&lt;br /&gt;
&lt;br /&gt;
To do this, select a subterranean area to locate your farms. You must then dig out two identical rooms, one above the other. The bottom room is where your farms will eventually be built, and the top room is where the actual filling will occur. Once you have dug out both rooms, you will need to channel out the floor of the upper room, making sure to leave a walkway around the perimeter.&lt;br /&gt;
&lt;br /&gt;
Once you've dug the {{L|channel|channels}} in the upper room, you should have something like this:&lt;br /&gt;
&lt;br /&gt;
 Top Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 +..+    legend&lt;br /&gt;
 +..+     . = channeled tile&lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
 Bottom Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
&lt;br /&gt;
(If you haven't {{L|Dig|dug}} the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be. Also note that if you carve the channels on the surface, the below farm will be listed as Above Ground, restricting certain crops.)&lt;br /&gt;
&lt;br /&gt;
Try to think of it like this: dwarves won't fill a pond that they are standing in. Therefore, you must dig another room above the farm and channel out the floor, so they can pour water ''down'' into the room.&lt;br /&gt;
&lt;br /&gt;
Next designate an {{L|activity zone|activity zone}} over the channeled tiles on the upper room, and set it to {{L|pond|&amp;quot;pit/pond&amp;quot;}}. By default, the zone will be set as a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
There is some debate over which tiles need to be zoned- whether the channeled tiles must be designated as the are to pour water into, or the walkway must be designated as the tiles water is to be poured from. To be safe, just include both.&lt;br /&gt;
&lt;br /&gt;
If you designate each channeled tile individually as its own pond, you can quickly muddy your planned farm tiles- as only one dwarf can fill a pond activity zone at a time- and you can also control the spread of the water more precisely. &lt;br /&gt;
&lt;br /&gt;
As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, leaving behind an exact match of mud on the floor below. This process creates &amp;quot;a dusting of mud&amp;quot; on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.&lt;br /&gt;
&lt;br /&gt;
When you are finished, the lower floor will look like the following:&lt;br /&gt;
&lt;br /&gt;
 ++++ &lt;br /&gt;
 +mm+    legend &lt;br /&gt;
 +mm+     m = muddied tile &lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
You can vary the basic square to any rectangle, so long as it remains 2 tiles wide or 2 tiles long. Otherwise, your dwarves will not be able to reach the central tiles.&lt;br /&gt;
&lt;br /&gt;
If you accidentally add too much water, you can wait for some of the water to evaporate or spread to nearby tiles. Even so, as long as you keep an eye on the dwarves and dezone that pond tile on the upper gallery as soon as it is no longer necessary, you shouldn't have any problems.&lt;br /&gt;
&lt;br /&gt;
Other ways of creating an upper irrigation gallery and a lower resulting farm level are possible, but this is left up to the fortress designers to experiment with. This is simply a guide for players just starting out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Complex Irrigation ==&lt;br /&gt;
The following methods of irrigation take longer to build, but they are usually more reliable, look cooler and, of course, are more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== via Corkscrew Pump ===&lt;br /&gt;
This method ranks somewhere between easy and complex irrigation as it's set up relatively quickly while not necessarily looking as cool as the complex method. It needs a {{L|pump}} and a river/brook in a chasm though. A lake will do well too. &lt;br /&gt;
&lt;br /&gt;
You start by digging out a tunnel of one tile and a rectangular room near the river exactly one level above the river. The floor of the room has to be at the same level as the surface of the river. It doesn't have to be walled on the side of the river as you'll need some open space for the water to get out. If you have dug it farther away from the river, you should dig another tunnel from the room to the water source so that the pumped in water can get out. &lt;br /&gt;
&lt;br /&gt;
Secondly, at the end of the one tile wide tunnel you'll set up the pump. You'll need a free place next to the light green part of the pump for a dwarf to be able to operate it. It will only be operated once, so you don't need any axles or gears or waterwheels or whatever. Manual pump operation is all it takes. &lt;br /&gt;
&lt;br /&gt;
After setting up the pump (whose dark green end has to be between the tunnel's walls) you can start pumping water into the room. If you have set up everything strategically smartly you should have a pump filling up the room with water. The water should flow through the room and out of it at the open side of the room. After having enough muddy ground tiles you can stop the dwarf from operating the pump and deconstruct it (the pump, not the dwarf!) if you like. After some time the water should have completely left the room or oozed away and you should have some beautiful muddy ground tiles to farm on.&lt;br /&gt;
&lt;br /&gt;
You should also consider a bridge for the farmers to reach the farming plots. The bridge at the exit point of the water should be long enough so that the water won't flow over it and damp the ground at its far end. You can do without that second bridge though as you can deconstruct the pump after the irrigation. So there is already a passage for the farmers to get to the plots.&lt;br /&gt;
&lt;br /&gt;
Good luck! Here's a diagram of this method:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓[#00F]≈[#00F]~         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d&lt;br /&gt;
 ▓...▓▓▓▓[#00F]≈[#00F]~[#00F]≈      ▓  stone&lt;br /&gt;
 ▓.....[#880]%[#880]%[#00F]~[#00F]≈[#00F]~      .  floor&lt;br /&gt;
 ▓...▓▓▓[#0F0].[#FFF]+[#FFF]+[#FFF]+      [#880]%[#880]% pump&lt;br /&gt;
 ▓...▓▓▓▓[#00F]~[#00F]≈[#00F]~      [#00F]≈[#00F]~ water&lt;br /&gt;
 ▓.......[#FFF]+[#FFF]+[#FFF]+      [#FFF]+  &amp;quot;bridge&amp;quot; (constructed floor tiles)&lt;br /&gt;
 ▓...▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
 ▓▓▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== via Reservoir ===&lt;br /&gt;
[[Image:Irrigation1.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. Upper level]]&lt;br /&gt;
[[Image:Irrigation2.png‎|thumb|right|The irrigated bottom level.]]&lt;br /&gt;
First you need a sufficient source of {{L|water}}. The best would be a {{L|brook}} or {{L|river}}, but it is also possible to use a bigger murky pool (it depends on how many fields you want to irrigate).&lt;br /&gt;
&lt;br /&gt;
For every 7x7 farm plot you need&lt;br /&gt;
:* a floodgate&lt;br /&gt;
:* a hatch cover&lt;br /&gt;
:* 4 mechanisms (for linking)&lt;br /&gt;
:* a door&lt;br /&gt;
&lt;br /&gt;
You also need&lt;br /&gt;
:* 2 Mechanisms for the levers&lt;br /&gt;
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)&lt;br /&gt;
&lt;br /&gt;
Use the following pattern:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓         ▓▓▓▓▓      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓...▓▓▓▓▓▓▓▓▓▓▓...▓   ▓  stone&lt;br /&gt;
 ▓.[#0FF]¢..[#888][#CCC]X.......[#888][#CCC]X..[#0FF]¢.▓   .  floor&lt;br /&gt;
 ▓...▓▓▓▓▓.▓▓▓▓▓...▓   [#0FF]¢  floor hatch&lt;br /&gt;
 ▓▓▓▓▓▓[#FF0]1▓▓.▓   ▓▓▓▓▓▓  [#888][#CCC]X  floodgate&lt;br /&gt;
      ▓[#FFF]&amp;lt;.[#888][#CCC]┼.▓   ▓▓▓[#00F]≈[#00F]~[#00F]≈  [#00F]≈  water source&lt;br /&gt;
      ▓[#0FF]2▓▓.▓ ▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~  [#888][#CCC]┼  door&lt;br /&gt;
      ▓▓▓▓.▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~  [#FFF]&amp;lt;  up stairs&lt;br /&gt;
        ▓▓[#FFF][#444]▓▓[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈▓▓  [#FF0]1 -&amp;gt; lever 1&lt;br /&gt;
       ▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~▓▓▓   [#0FF]2 -&amp;gt; lever 2&lt;br /&gt;
       ▓[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~▓▓▓&lt;br /&gt;
upper level, plumbing}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
     ▓.[#FFF]t[#FFF]o.[#FFF]f[#FFF]o[#FFF]r[#FFF]t.▓         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d        &lt;br /&gt;
▓▓▓▓▓▓▓▓▓...▓▓▓▓▓▓▓▓▓  [#880]≈ farm plot&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓  [#888]═ stockpile&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    (customized&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    for seeds)&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#888][#CCC]┼[#888]═[#888]═[#888]═[#888][#CCC]┼[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓▓▓▓▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓   ▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓   ▓▓▓▓▓▓▓▓▓&lt;br /&gt;
lower level, farms}}&lt;br /&gt;
&lt;br /&gt;
After your miners have dug the pattern, channel the tile under each hatch cover's location. Now place the hatch covers and link them to lever 1. After that you can place the floodgates and link them to lever 2. To start the irrigation, channel out the last tile to the river / murky pool. Pull the floodgate-lever to fill the reservoirs and pull it again when they are 7/7. Finally pull the hatch cover's lever and release the water to the lower level.&lt;br /&gt;
&lt;br /&gt;
This reservoir contains 70 units of water (10x7). 9 units of water are lost to the ground of the reservoir (61 left). Roughly 10 units evaporate while spreading (~51). The water should be just enough to cover the whole farm plot and evaporate quickly.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&amp;diff=125515</id>
		<title>Template:Farming FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&amp;diff=125515"/>
		<updated>2010-08-14T16:10:47Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY (not CUT - other people want to use this after you) the following two lines . ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read BY OTHER USERS OF THIS WIKI]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Farming FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Farm plot|How do I build a Farm?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[List of crops|What is the best crop?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I manage my seeds and crops|How do I manage my seeds and crops?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Using bins and barrels|What does &amp;quot;Reserved Barrels&amp;quot; and &amp;quot;Reserved Bins&amp;quot; mean?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming#Red_crops|Why are crops sometimes displayed with red writing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothing industry|What do I do with these inedible crops?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming#Introduction_to_farming|What does the option &amp;quot;Fallow&amp;quot; mean?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming#Farm_Plots_in_Action|My dwarves will only farm on a small part of the fields, why is this?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming|How do I make absolutely sure my farm plot is all set to produce crops?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grower|If I don't see any dwarves working my farm plot, does that mean there's something wrong?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Farming_FAQ|Add a question to the Farming FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Farming]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Growing&amp;diff=125514</id>
		<title>v0.31:Growing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Growing&amp;diff=125514"/>
		<updated>2010-08-14T16:08:25Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Redirected page to DF2010:Grower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Grower]]&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=125513</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=125513"/>
		<updated>2010-08-14T16:07:48Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &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;
'''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.  To move to plan for crops to be farmed in different seasons use {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  You can select a farm to be [[fertilize]]d but starting out you won't have the necessary items to do so, and it's largely unnecessary.&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}}.  Good selections starting out below ground are plump helmet spawn, above ground wild strawberries are good.  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;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}.  Seeds and spawn available at embark are for underground crops only.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. This includes soil layers.&amp;lt;sup&amp;gt;31.0x&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Underground {{L|cavern}}s will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground {{L|cavern}}s are very dangerous places, it would be a good idea to have a {{L|squad}} guard the farm and to set up walls around the area.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots do not need to be pre-muddied. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark.  They can be bought from caravans ({{L|elves|elven}} or {{L|humans|human}}); or above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill|milled}}, {{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}}.  Typically, it is done above ground, 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 dark and protected) lower soil will still be suitable for farming {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on rock layers (muddied or otherwise) 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;
== 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}} profession enabled will begin planting seeds on it. The higher a Dwarf's grower skill, the more plants will be grown on each square.&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 affecting by any skill, although it provides a small amount of grower experience. Plants that remain in the field for too long will wither.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers in the fort and the rate at which the plant grows, not all squares of large plots may be used. This is because it takes longer to sow the field than it does for the first seeds to mature and be harvested.&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|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&amp;diff=125512</id>
		<title>Template:Farming FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&amp;diff=125512"/>
		<updated>2010-08-14T15:37:50Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY (not CUT - other people want to use this after you) the following two lines . ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read BY OTHER USERS OF THIS WIKI]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Farming FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Farm plot|How do I build a Farm?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[List of crops|What is the best crop?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I manage my seeds and crops|How do I manage my seeds and crops?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Using bins and barrels|What does &amp;quot;Reserved Barrels&amp;quot; and &amp;quot;Reserved Bins&amp;quot; mean?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming#Red_crops|Why are crops sometimes displayed with red writing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothing industry|What do I do with these inedible crops?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming#Introduction_to_farming|What does the option &amp;quot;Fallow&amp;quot; mean?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[My dwarves will only farm on a small part of the fields, why is this?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I make absolutely sure my farm plot is all set to produce crops?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[If I don't see any dwarves working my farm plot, does that mean there's something wrong?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Farming_FAQ|Add a question to the Farming FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Farming]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=125510</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=125510"/>
		<updated>2010-08-14T15:32:38Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Explanation of fallow for the FAQ&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;
'''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.  To move to plan for crops to be farmed in different seasons use {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  You can select a farm to be [[fertilize]]d but starting out you won't have the necessary items to do so, and it's largely unnecessary.&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}}.  Good selections starting out below ground are plump helmet spawn, above ground wild strawberries are good.  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;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}.  Seeds and spawn available at embark are for underground crops only.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. This includes soil layers.&amp;lt;sup&amp;gt;31.0x&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Underground {{L|cavern}}s will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground {{L|cavern}}s are very dangerous places, it would be a good idea to have a {{L|squad}} guard the farm and to set up walls around the area.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots do not need to be pre-muddied. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark.  They can be bought from caravans ({{L|elves|elven}} or {{L|humans|human}}); or above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill|milled}}, {{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}}.  Typically, it is done above ground, 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 dark and protected) lower soil will still be suitable for farming {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on rock layers (muddied or otherwise) 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;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125508</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125508"/>
		<updated>2010-08-14T15:22:28Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Removed the verify tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Irrigation is the process of adding water to an underground or rock tile so that it can be {{L|farm plot|farmed}}. This is done by flooding the tile with {{L|water}}. Any amount of water will suffice but the less water, the better — farms cannot be built on any square containing water of {{L|water depth|2/7 or deeper}}. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible, so this is only an issue if deep water is placed in an enclosed area.&lt;br /&gt;
&lt;br /&gt;
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a {{L|construction}} is built over it. Viewing the tile will cause it to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.&lt;br /&gt;
&lt;br /&gt;
Farms must be built on muddy tiles. Farms cannot be built on underground tiles (rock or soil) unless those tiles have been muddied. This is not the case for above ground farming, where you can {{L|gather plants}} and {{L|Still|brew}} them for alcohol or even farm in above ground soil with the gathered seeds. But underground farming is a generally quicker, safer and more reliable (and dwarven) way to gain {{L|food}} and {{L|alcohol}}. Plus, you can only embark with seeds for underground crops. So, it is useful to know how to irrigate with as little investment in workshops and mechanisms as possible.&lt;br /&gt;
&lt;br /&gt;
Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.&lt;br /&gt;
&lt;br /&gt;
{{L|Magma}}, for obvious reasons, cannot be used to irrigate but can cause {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Easy Irrigation ==&lt;br /&gt;
&lt;br /&gt;
One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and take time to set up). They can also be daunting to newer players and mistakes can result in floods or famine - common sources of {{L|fun}}. The methods below are designed to work without mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== via Murky Pool===&lt;br /&gt;
&lt;br /&gt;
Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.&lt;br /&gt;
&lt;br /&gt;
You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should about about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.&lt;br /&gt;
&lt;br /&gt;
Finally, channel out the one tile between the tunnel and the pool and the water will flow in.&lt;br /&gt;
&lt;br /&gt;
If you miscalculate the area, there are two possible outcomes, both easily solvable-&lt;br /&gt;
&lt;br /&gt;
:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.&lt;br /&gt;
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water {{L|evaporation|evaporates}} (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.&lt;br /&gt;
&lt;br /&gt;
=== via Buckets===&lt;br /&gt;
&lt;br /&gt;
It is possible to irrigate an area by carrying water in {{l|buckets}} from virtually any source, such as a {{L|brook}}, a {{L|river}}, or a good-sized {{L|murky pool}}.&lt;br /&gt;
&lt;br /&gt;
To do this, select a subterranean area to locate your farms. You must then dig out two identical rooms, one above the other. The bottom room is where your farms will eventually be built, and the top room is where the actual filling will occur. Once you have dug out both rooms, you will need to channel out the floor of the upper room, making sure to leave a walkway around the perimeter.&lt;br /&gt;
&lt;br /&gt;
Once you've dug the {{L|channel|channels}} in the upper room, you should have something like this:&lt;br /&gt;
&lt;br /&gt;
 Top Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 +..+    legend&lt;br /&gt;
 +..+     . = channeled tile&lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
 Bottom Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
&lt;br /&gt;
(If you haven't {{L|Dig|dug}} the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be. Also note that if you carve the channels on the surface, the below farm will be listed as Above Ground, restricting certain crops.)&lt;br /&gt;
&lt;br /&gt;
Try to think of it like this: dwarves won't fill a pond that they are standing in. Therefore, you must dig another room above the farm and channel out the floor, so they can pour water ''down'' into the room.&lt;br /&gt;
&lt;br /&gt;
Next designate an {{L|activity zone|activity zone}} over the channeled tiles on the upper room, and set it to {{L|pond|&amp;quot;pit/pond&amp;quot;}}. By default, the zone will be set as a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
There is some debate over which tiles need to be zoned- whether the channeled tiles must be designated as the are to pour water into, or the walkway must be designated as the tiles water is to be poured from. To be safe, just include both.&lt;br /&gt;
&lt;br /&gt;
If you designate each channeled tile individually as its own pond, you can quickly muddy your planned farm tiles- as only one dwarf can fill a pond activity zone at a time- and you can also control the spread of the water more precisely. &lt;br /&gt;
&lt;br /&gt;
As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, leaving behind an exact match of mud on the floor below. This process creates &amp;quot;a dusting of mud&amp;quot; on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.&lt;br /&gt;
&lt;br /&gt;
When you are finished, the lower floor will look like the following:&lt;br /&gt;
&lt;br /&gt;
 ++++ &lt;br /&gt;
 +mm+    legend &lt;br /&gt;
 +mm+     m = muddied tile &lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
You can vary the basic square to any rectangle, so long as it remains 2 tiles wide or 2 tiles long. Otherwise, your dwarves will not be able to reach the central tiles.&lt;br /&gt;
&lt;br /&gt;
If you accidentally add too much water, you can wait for some of the water to evaporate or spread to nearby tiles. Even so, as long as you keep an eye on the dwarves and dezone that pond tile on the upper gallery as soon as it is no longer necessary, you shouldn't have any problems.&lt;br /&gt;
&lt;br /&gt;
Other ways of creating an upper irrigation gallery and a lower resulting farm level are possible, but this is left up to the fortress designers to experiment with. This is simply a guide for players just starting out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Complex Irrigation ==&lt;br /&gt;
The following methods of irrigation take longer to build, but they are usually more reliable, look cooler and, of course, are more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== via Corkscrew Pump ===&lt;br /&gt;
This method ranks somewhere between easy and complex irrigation as it's set up relatively quickly while not necessarily looking as cool as the complex method. It needs a {{L|pump}} and a river/brook in a chasm though. A lake will do well too. &lt;br /&gt;
&lt;br /&gt;
You start by digging out a tunnel of one tile and a rectangular room near the river exactly one level above the river. The floor of the room has to be at the same level as the surface of the river. It doesn't have to be walled on the side of the river as you'll need some open space for the water to get out. If you have dug it farther away from the river, you should dig another tunnel from the room to the water source so that the pumped in water can get out. &lt;br /&gt;
&lt;br /&gt;
Secondly, at the end of the one tile wide tunnel you'll set up the pump. You'll need a free place next to the light green part of the pump for a dwarf to be able to operate it. It will only be operated once, so you don't need any axles or gears or waterwheels or whatever. Manual pump operation is all it takes. &lt;br /&gt;
&lt;br /&gt;
After setting up the pump (whose dark green end has to be between the tunnel's walls) you can start pumping water into the room. If you have set up everything strategically smartly you should have a pump filling up the room with water. The water should flow through the room and out of it at the open side of the room. After having enough muddy ground tiles you can stop the dwarf from operating the pump and deconstruct it (the pump, not the dwarf!) if you like. After some time the water should have completely left the room or oozed away and you should have some beautiful muddy ground tiles to farm on.&lt;br /&gt;
&lt;br /&gt;
You should also consider a bridge for the farmers to reach the farming plots. The bridge at the exit point of the water should be long enough so that the water won't flow over it and damp the ground at its far end. You can do without that second bridge though as you can deconstruct the pump after the irrigation. So there is already a passage for the farmers to get to the plots.&lt;br /&gt;
&lt;br /&gt;
Good luck! Here's a diagram of this method:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓[#00F]≈[#00F]~         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d&lt;br /&gt;
 ▓...▓▓▓▓[#00F]≈[#00F]~[#00F]≈      ▓  stone&lt;br /&gt;
 ▓.....[#880]%[#880]%[#00F]~[#00F]≈[#00F]~      .  floor&lt;br /&gt;
 ▓...▓▓▓[#0F0].[#FFF]+[#FFF]+[#FFF]+      [#880]%[#880]% pump&lt;br /&gt;
 ▓...▓▓▓▓[#00F]~[#00F]≈[#00F]~      [#00F]≈[#00F]~ water&lt;br /&gt;
 ▓.......[#FFF]+[#FFF]+[#FFF]+      [#FFF]+  &amp;quot;bridge&amp;quot; (constructed floor tiles)&lt;br /&gt;
 ▓...▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
 ▓▓▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== via Reservoir ===&lt;br /&gt;
[[Image:Irrigation1.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. Upper level]]&lt;br /&gt;
[[Image:Irrigation2.png‎|thumb|right|The irrigated bottom level.]]&lt;br /&gt;
First you need a sufficient source of {{L|water}}. The best would be a {{L|brook}} or {{L|river}}, but it is also possible to use a bigger murky pool (it depends on how many fields you want to irrigate).&lt;br /&gt;
&lt;br /&gt;
For every 7x7 farm plot you need&lt;br /&gt;
:* a floodgate&lt;br /&gt;
:* a hatch cover&lt;br /&gt;
:* 4 mechanisms (for linking)&lt;br /&gt;
:* a door&lt;br /&gt;
&lt;br /&gt;
You also need&lt;br /&gt;
:* 2 Mechanisms for the levers&lt;br /&gt;
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)&lt;br /&gt;
&lt;br /&gt;
Use the following pattern:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓         ▓▓▓▓▓      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓...▓▓▓▓▓▓▓▓▓▓▓...▓   ▓  stone&lt;br /&gt;
 ▓.[#0FF]¢..[#888][#CCC]X.......[#888][#CCC]X..[#0FF]¢.▓   .  floor&lt;br /&gt;
 ▓...▓▓▓▓▓.▓▓▓▓▓...▓   [#0FF]¢  floor hatch&lt;br /&gt;
 ▓▓▓▓▓▓[#FF0]1▓▓.▓   ▓▓▓▓▓▓  [#888][#CCC]X  floodgate&lt;br /&gt;
      ▓[#FFF]&amp;lt;.[#888][#CCC]┼.▓   ▓▓▓[#00F]≈[#00F]~[#00F]≈  [#00F]≈  water source&lt;br /&gt;
      ▓[#0FF]2▓▓.▓ ▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~  [#888][#CCC]┼  door&lt;br /&gt;
      ▓▓▓▓.▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~  [#FFF]&amp;lt;  up stairs&lt;br /&gt;
        ▓▓[#FFF][#444]▓▓[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈▓▓  [#FF0]1 -&amp;gt; lever 1&lt;br /&gt;
       ▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~▓▓▓   [#0FF]2 -&amp;gt; lever 2&lt;br /&gt;
       ▓[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~▓▓▓&lt;br /&gt;
upper level, plumbing}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
     ▓.[#FFF]t[#FFF]o.[#FFF]f[#FFF]o[#FFF]r[#FFF]t.▓         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d        &lt;br /&gt;
▓▓▓▓▓▓▓▓▓...▓▓▓▓▓▓▓▓▓  [#880]≈ farm plot&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓  [#888]═ stockpile&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    (customized&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    for seeds)&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#888][#CCC]┼[#888]═[#888]═[#888]═[#888][#CCC]┼[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓▓▓▓▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓   ▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓   ▓▓▓▓▓▓▓▓▓&lt;br /&gt;
lower level, farms}}&lt;br /&gt;
&lt;br /&gt;
After your miners have dug the pattern, channel the tile under each hatch cover's location. Now place the hatch covers and link them to lever 1. After that you can place the floodgates and link them to lever 2. To start the irrigation, channel out the last tile to the river / murky pool. Pull the floodgate-lever to fill the reservoirs and pull it again when they are 7/7. Finally pull the hatch cover's lever and release the water to the lower level.&lt;br /&gt;
&lt;br /&gt;
This reservoir contains 70 units of water (10x7). 9 units of water are lost to the ground of the reservoir (61 left). Roughly 10 units evaporate while spreading (~51). The water should be just enough to cover the whole farm plot and evaporate quickly.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125506</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125506"/>
		<updated>2010-08-14T15:16:45Z</updated>

		<summary type="html">&lt;p&gt;Studoku: /* Irrigation via Corkscrew Pump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Irrigation is the process of adding water to an underground or rock tile so that it can be {{L|farm plot|farmed}}. This is done by flooding the tile with {{L|water}}. Any amount of water will suffice but the less water, the better — farms cannot be built on any square containing water of {{L|water depth|2/7 or deeper}}. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible, so this is only an issue if deep water is placed in an enclosed area.&lt;br /&gt;
&lt;br /&gt;
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a {{L|construction}} is built over it. Viewing the tile will cause it to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.&lt;br /&gt;
&lt;br /&gt;
Farms must be built on muddy tiles. Farms cannot be built on underground tiles (rock or soil) unless those tiles have been muddied. This is not the case for above ground farming, where you can {{L|gather plants}} and {{L|Still|brew}} them for alcohol or even farm in above ground soil with the gathered seeds. But underground farming is a generally quicker, safer and more reliable (and dwarven) way to gain {{L|food}} and {{L|alcohol}}. Plus, you can only embark with seeds for underground crops. So, it is useful to know how to irrigate with as little investment in workshops and mechanisms as possible.&lt;br /&gt;
&lt;br /&gt;
Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.&lt;br /&gt;
&lt;br /&gt;
{{L|Magma}}, for obvious reasons, cannot be used to irrigate{{verify}}  but can cause {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Easy Irrigation ==&lt;br /&gt;
&lt;br /&gt;
One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and take time to set up). They can also be daunting to newer players and mistakes can result in floods or famine - common sources of {{L|fun}}. The methods below are designed to work without mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== via Murky Pool===&lt;br /&gt;
&lt;br /&gt;
Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.&lt;br /&gt;
&lt;br /&gt;
You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should about about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.&lt;br /&gt;
&lt;br /&gt;
Finally, channel out the one tile between the tunnel and the pool and the water will flow in.&lt;br /&gt;
&lt;br /&gt;
If you miscalculate the area, there are two possible outcomes, both easily solvable-&lt;br /&gt;
&lt;br /&gt;
:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.&lt;br /&gt;
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water {{L|evaporation|evaporates}} (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.&lt;br /&gt;
&lt;br /&gt;
=== via Buckets===&lt;br /&gt;
&lt;br /&gt;
It is possible to irrigate an area by carrying water in {{l|buckets}} from virtually any source, such as a {{L|brook}}, a {{L|river}}, or a good-sized {{L|murky pool}}.&lt;br /&gt;
&lt;br /&gt;
To do this, select a subterranean area to locate your farms. You must then dig out two identical rooms, one above the other. The bottom room is where your farms will eventually be built, and the top room is where the actual filling will occur. Once you have dug out both rooms, you will need to channel out the floor of the upper room, making sure to leave a walkway around the perimeter.&lt;br /&gt;
&lt;br /&gt;
Once you've dug the {{L|channel|channels}} in the upper room, you should have something like this:&lt;br /&gt;
&lt;br /&gt;
 Top Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 +..+    legend&lt;br /&gt;
 +..+     . = channeled tile&lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
 Bottom Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
&lt;br /&gt;
(If you haven't {{L|Dig|dug}} the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be. Also note that if you carve the channels on the surface, the below farm will be listed as Above Ground, restricting certain crops.)&lt;br /&gt;
&lt;br /&gt;
Try to think of it like this: dwarves won't fill a pond that they are standing in. Therefore, you must dig another room above the farm and channel out the floor, so they can pour water ''down'' into the room.&lt;br /&gt;
&lt;br /&gt;
Next designate an {{L|activity zone|activity zone}} over the channeled tiles on the upper room, and set it to {{L|pond|&amp;quot;pit/pond&amp;quot;}}. By default, the zone will be set as a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
There is some debate over which tiles need to be zoned- whether the channeled tiles must be designated as the are to pour water into, or the walkway must be designated as the tiles water is to be poured from. To be safe, just include both.&lt;br /&gt;
&lt;br /&gt;
If you designate each channeled tile individually as its own pond, you can quickly muddy your planned farm tiles- as only one dwarf can fill a pond activity zone at a time- and you can also control the spread of the water more precisely. &lt;br /&gt;
&lt;br /&gt;
As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, leaving behind an exact match of mud on the floor below. This process creates &amp;quot;a dusting of mud&amp;quot; on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.&lt;br /&gt;
&lt;br /&gt;
When you are finished, the lower floor will look like the following:&lt;br /&gt;
&lt;br /&gt;
 ++++ &lt;br /&gt;
 +mm+    legend &lt;br /&gt;
 +mm+     m = muddied tile &lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
You can vary the basic square to any rectangle, so long as it remains 2 tiles wide or 2 tiles long. Otherwise, your dwarves will not be able to reach the central tiles.&lt;br /&gt;
&lt;br /&gt;
If you accidentally add too much water, you can wait for some of the water to evaporate or spread to nearby tiles. Even so, as long as you keep an eye on the dwarves and dezone that pond tile on the upper gallery as soon as it is no longer necessary, you shouldn't have any problems.&lt;br /&gt;
&lt;br /&gt;
Other ways of creating an upper irrigation gallery and a lower resulting farm level are possible, but this is left up to the fortress designers to experiment with. This is simply a guide for players just starting out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Complex Irrigation ==&lt;br /&gt;
The following methods of irrigation take longer to build, but they are usually more reliable, look cooler and, of course, are more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== via Corkscrew Pump ===&lt;br /&gt;
This method ranks somewhere between easy and complex irrigation as it's set up relatively quickly while not necessarily looking as cool as the complex method. It needs a {{L|pump}} and a river/brook in a chasm though. A lake will do well too. &lt;br /&gt;
&lt;br /&gt;
You start by digging out a tunnel of one tile and a rectangular room near the river exactly one level above the river. The floor of the room has to be at the same level as the surface of the river. It doesn't have to be walled on the side of the river as you'll need some open space for the water to get out. If you have dug it farther away from the river, you should dig another tunnel from the room to the water source so that the pumped in water can get out. &lt;br /&gt;
&lt;br /&gt;
Secondly, at the end of the one tile wide tunnel you'll set up the pump. You'll need a free place next to the light green part of the pump for a dwarf to be able to operate it. It will only be operated once, so you don't need any axles or gears or waterwheels or whatever. Manual pump operation is all it takes. &lt;br /&gt;
&lt;br /&gt;
After setting up the pump (whose dark green end has to be between the tunnel's walls) you can start pumping water into the room. If you have set up everything strategically smartly you should have a pump filling up the room with water. The water should flow through the room and out of it at the open side of the room. After having enough muddy ground tiles you can stop the dwarf from operating the pump and deconstruct it (the pump, not the dwarf!) if you like. After some time the water should have completely left the room or oozed away and you should have some beautiful muddy ground tiles to farm on.&lt;br /&gt;
&lt;br /&gt;
You should also consider a bridge for the farmers to reach the farming plots. The bridge at the exit point of the water should be long enough so that the water won't flow over it and damp the ground at its far end. You can do without that second bridge though as you can deconstruct the pump after the irrigation. So there is already a passage for the farmers to get to the plots.&lt;br /&gt;
&lt;br /&gt;
Good luck! Here's a diagram of this method:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓[#00F]≈[#00F]~         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d&lt;br /&gt;
 ▓...▓▓▓▓[#00F]≈[#00F]~[#00F]≈      ▓  stone&lt;br /&gt;
 ▓.....[#880]%[#880]%[#00F]~[#00F]≈[#00F]~      .  floor&lt;br /&gt;
 ▓...▓▓▓[#0F0].[#FFF]+[#FFF]+[#FFF]+      [#880]%[#880]% pump&lt;br /&gt;
 ▓...▓▓▓▓[#00F]~[#00F]≈[#00F]~      [#00F]≈[#00F]~ water&lt;br /&gt;
 ▓.......[#FFF]+[#FFF]+[#FFF]+      [#FFF]+  &amp;quot;bridge&amp;quot; (constructed floor tiles)&lt;br /&gt;
 ▓...▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
 ▓▓▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== via Reservoir ===&lt;br /&gt;
[[Image:Irrigation1.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. Upper level]]&lt;br /&gt;
[[Image:Irrigation2.png‎|thumb|right|The irrigated bottom level.]]&lt;br /&gt;
First you need a sufficient source of {{L|water}}. The best would be a {{L|brook}} or {{L|river}}, but it is also possible to use a bigger murky pool (it depends on how many fields you want to irrigate).&lt;br /&gt;
&lt;br /&gt;
For every 7x7 farm plot you need&lt;br /&gt;
:* a floodgate&lt;br /&gt;
:* a hatch cover&lt;br /&gt;
:* 4 mechanisms (for linking)&lt;br /&gt;
:* a door&lt;br /&gt;
&lt;br /&gt;
You also need&lt;br /&gt;
:* 2 Mechanisms for the levers&lt;br /&gt;
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)&lt;br /&gt;
&lt;br /&gt;
Use the following pattern:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓         ▓▓▓▓▓      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓...▓▓▓▓▓▓▓▓▓▓▓...▓   ▓  stone&lt;br /&gt;
 ▓.[#0FF]¢..[#888][#CCC]X.......[#888][#CCC]X..[#0FF]¢.▓   .  floor&lt;br /&gt;
 ▓...▓▓▓▓▓.▓▓▓▓▓...▓   [#0FF]¢  floor hatch&lt;br /&gt;
 ▓▓▓▓▓▓[#FF0]1▓▓.▓   ▓▓▓▓▓▓  [#888][#CCC]X  floodgate&lt;br /&gt;
      ▓[#FFF]&amp;lt;.[#888][#CCC]┼.▓   ▓▓▓[#00F]≈[#00F]~[#00F]≈  [#00F]≈  water source&lt;br /&gt;
      ▓[#0FF]2▓▓.▓ ▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~  [#888][#CCC]┼  door&lt;br /&gt;
      ▓▓▓▓.▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~  [#FFF]&amp;lt;  up stairs&lt;br /&gt;
        ▓▓[#FFF][#444]▓▓[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈▓▓  [#FF0]1 -&amp;gt; lever 1&lt;br /&gt;
       ▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~▓▓▓   [#0FF]2 -&amp;gt; lever 2&lt;br /&gt;
       ▓[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~▓▓▓&lt;br /&gt;
upper level, plumbing}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
     ▓.[#FFF]t[#FFF]o.[#FFF]f[#FFF]o[#FFF]r[#FFF]t.▓         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d        &lt;br /&gt;
▓▓▓▓▓▓▓▓▓...▓▓▓▓▓▓▓▓▓  [#880]≈ farm plot&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓  [#888]═ stockpile&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    (customized&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    for seeds)&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#888][#CCC]┼[#888]═[#888]═[#888]═[#888][#CCC]┼[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓▓▓▓▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓   ▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓   ▓▓▓▓▓▓▓▓▓&lt;br /&gt;
lower level, farms}}&lt;br /&gt;
&lt;br /&gt;
After your miners have dug the pattern, channel the tile under each hatch cover's location. Now place the hatch covers and link them to lever 1. After that you can place the floodgates and link them to lever 2. To start the irrigation, channel out the last tile to the river / murky pool. Pull the floodgate-lever to fill the reservoirs and pull it again when they are 7/7. Finally pull the hatch cover's lever and release the water to the lower level.&lt;br /&gt;
&lt;br /&gt;
This reservoir contains 70 units of water (10x7). 9 units of water are lost to the ground of the reservoir (61 left). Roughly 10 units evaporate while spreading (~51). The water should be just enough to cover the whole farm plot and evaporate quickly.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125505</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125505"/>
		<updated>2010-08-14T15:16:15Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Moving paragraphs around&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Irrigation is the process of adding water to an underground or rock tile so that it can be {{L|farm plot|farmed}}. This is done by flooding the tile with {{L|water}}. Any amount of water will suffice but the less water, the better — farms cannot be built on any square containing water of {{L|water depth|2/7 or deeper}}. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible, so this is only an issue if deep water is placed in an enclosed area.&lt;br /&gt;
&lt;br /&gt;
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a {{L|construction}} is built over it. Viewing the tile will cause it to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.&lt;br /&gt;
&lt;br /&gt;
Farms must be built on muddy tiles. Farms cannot be built on underground tiles (rock or soil) unless those tiles have been muddied. This is not the case for above ground farming, where you can {{L|gather plants}} and {{L|Still|brew}} them for alcohol or even farm in above ground soil with the gathered seeds. But underground farming is a generally quicker, safer and more reliable (and dwarven) way to gain {{L|food}} and {{L|alcohol}}. Plus, you can only embark with seeds for underground crops. So, it is useful to know how to irrigate with as little investment in workshops and mechanisms as possible.&lt;br /&gt;
&lt;br /&gt;
Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.&lt;br /&gt;
&lt;br /&gt;
{{L|Magma}}, for obvious reasons, cannot be used to irrigate{{verify}}  but can cause {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Easy Irrigation ==&lt;br /&gt;
&lt;br /&gt;
One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and take time to set up). They can also be daunting to newer players and mistakes can result in floods or famine - common sources of {{L|fun}}. The methods below are designed to work without mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== via Murky Pool===&lt;br /&gt;
&lt;br /&gt;
Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.&lt;br /&gt;
&lt;br /&gt;
You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should about about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.&lt;br /&gt;
&lt;br /&gt;
Finally, channel out the one tile between the tunnel and the pool and the water will flow in.&lt;br /&gt;
&lt;br /&gt;
If you miscalculate the area, there are two possible outcomes, both easily solvable-&lt;br /&gt;
&lt;br /&gt;
:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.&lt;br /&gt;
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water {{L|evaporation|evaporates}} (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.&lt;br /&gt;
&lt;br /&gt;
=== via Buckets===&lt;br /&gt;
&lt;br /&gt;
It is possible to irrigate an area by carrying water in {{l|buckets}} from virtually any source, such as a {{L|brook}}, a {{L|river}}, or a good-sized {{L|murky pool}}.&lt;br /&gt;
&lt;br /&gt;
To do this, select a subterranean area to locate your farms. You must then dig out two identical rooms, one above the other. The bottom room is where your farms will eventually be built, and the top room is where the actual filling will occur. Once you have dug out both rooms, you will need to channel out the floor of the upper room, making sure to leave a walkway around the perimeter.&lt;br /&gt;
&lt;br /&gt;
Once you've dug the {{L|channel|channels}} in the upper room, you should have something like this:&lt;br /&gt;
&lt;br /&gt;
 Top Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 +..+    legend&lt;br /&gt;
 +..+     . = channeled tile&lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
 Bottom Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
&lt;br /&gt;
(If you haven't {{L|Dig|dug}} the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be. Also note that if you carve the channels on the surface, the below farm will be listed as Above Ground, restricting certain crops.)&lt;br /&gt;
&lt;br /&gt;
Try to think of it like this: dwarves won't fill a pond that they are standing in. Therefore, you must dig another room above the farm and channel out the floor, so they can pour water ''down'' into the room.&lt;br /&gt;
&lt;br /&gt;
Next designate an {{L|activity zone|activity zone}} over the channeled tiles on the upper room, and set it to {{L|pond|&amp;quot;pit/pond&amp;quot;}}. By default, the zone will be set as a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
There is some debate over which tiles need to be zoned- whether the channeled tiles must be designated as the are to pour water into, or the walkway must be designated as the tiles water is to be poured from. To be safe, just include both.&lt;br /&gt;
&lt;br /&gt;
If you designate each channeled tile individually as its own pond, you can quickly muddy your planned farm tiles- as only one dwarf can fill a pond activity zone at a time- and you can also control the spread of the water more precisely. &lt;br /&gt;
&lt;br /&gt;
As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, leaving behind an exact match of mud on the floor below. This process creates &amp;quot;a dusting of mud&amp;quot; on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.&lt;br /&gt;
&lt;br /&gt;
When you are finished, the lower floor will look like the following:&lt;br /&gt;
&lt;br /&gt;
 ++++ &lt;br /&gt;
 +mm+    legend &lt;br /&gt;
 +mm+     m = muddied tile &lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
You can vary the basic square to any rectangle, so long as it remains 2 tiles wide or 2 tiles long. Otherwise, your dwarves will not be able to reach the central tiles.&lt;br /&gt;
&lt;br /&gt;
If you accidentally add too much water, you can wait for some of the water to evaporate or spread to nearby tiles. Even so, as long as you keep an eye on the dwarves and dezone that pond tile on the upper gallery as soon as it is no longer necessary, you shouldn't have any problems.&lt;br /&gt;
&lt;br /&gt;
Other ways of creating an upper irrigation gallery and a lower resulting farm level are possible, but this is left up to the fortress designers to experiment with. This is simply a guide for players just starting out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Complex Irrigation ==&lt;br /&gt;
The following methods of irrigation take longer to build, but they are usually more reliable, look cooler and, of course, are more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== Irrigation via Corkscrew Pump ===&lt;br /&gt;
This method ranks somewhere between easy and complex irrigation as it's set up relatively quickly while not necessarily looking as cool as the complex method. It needs a {{L|pump}} and a river/brook in a chasm though. A lake will do well too. &lt;br /&gt;
&lt;br /&gt;
You start by digging out a tunnel of one tile and a rectangular room near the river exactly one level above the river. The floor of the room has to be at the same level as the surface of the river. It doesn't have to be walled on the side of the river as you'll need some open space for the water to get out. If you have dug it farther away from the river, you should dig another tunnel from the room to the water source so that the pumped in water can get out. &lt;br /&gt;
&lt;br /&gt;
Secondly, at the end of the one tile wide tunnel you'll set up the pump. You'll need a free place next to the light green part of the pump for a dwarf to be able to operate it. It will only be operated once, so you don't need any axles or gears or waterwheels or whatever. Manual pump operation is all it takes. &lt;br /&gt;
&lt;br /&gt;
After setting up the pump (whose dark green end has to be between the tunnel's walls) you can start pumping water into the room. If you have set up everything strategically smartly you should have a pump filling up the room with water. The water should flow through the room and out of it at the open side of the room. After having enough muddy ground tiles you can stop the dwarf from operating the pump and deconstruct it (the pump, not the dwarf!) if you like. After some time the water should have completely left the room or oozed away and you should have some beautiful muddy ground tiles to farm on.&lt;br /&gt;
&lt;br /&gt;
You should also consider a bridge for the farmers to reach the farming plots. The bridge at the exit point of the water should be long enough so that the water won't flow over it and damp the ground at its far end. You can do without that second bridge though as you can deconstruct the pump after the irrigation. So there is already a passage for the farmers to get to the plots.&lt;br /&gt;
&lt;br /&gt;
Good luck! Here's a diagram of this method:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓[#00F]≈[#00F]~         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d&lt;br /&gt;
 ▓...▓▓▓▓[#00F]≈[#00F]~[#00F]≈      ▓  stone&lt;br /&gt;
 ▓.....[#880]%[#880]%[#00F]~[#00F]≈[#00F]~      .  floor&lt;br /&gt;
 ▓...▓▓▓[#0F0].[#FFF]+[#FFF]+[#FFF]+      [#880]%[#880]% pump&lt;br /&gt;
 ▓...▓▓▓▓[#00F]~[#00F]≈[#00F]~      [#00F]≈[#00F]~ water&lt;br /&gt;
 ▓.......[#FFF]+[#FFF]+[#FFF]+      [#FFF]+  &amp;quot;bridge&amp;quot; (constructed floor tiles)&lt;br /&gt;
 ▓...▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
 ▓▓▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== via Reservoir ===&lt;br /&gt;
[[Image:Irrigation1.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. Upper level]]&lt;br /&gt;
[[Image:Irrigation2.png‎|thumb|right|The irrigated bottom level.]]&lt;br /&gt;
First you need a sufficient source of {{L|water}}. The best would be a {{L|brook}} or {{L|river}}, but it is also possible to use a bigger murky pool (it depends on how many fields you want to irrigate).&lt;br /&gt;
&lt;br /&gt;
For every 7x7 farm plot you need&lt;br /&gt;
:* a floodgate&lt;br /&gt;
:* a hatch cover&lt;br /&gt;
:* 4 mechanisms (for linking)&lt;br /&gt;
:* a door&lt;br /&gt;
&lt;br /&gt;
You also need&lt;br /&gt;
:* 2 Mechanisms for the levers&lt;br /&gt;
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)&lt;br /&gt;
&lt;br /&gt;
Use the following pattern:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓         ▓▓▓▓▓      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓...▓▓▓▓▓▓▓▓▓▓▓...▓   ▓  stone&lt;br /&gt;
 ▓.[#0FF]¢..[#888][#CCC]X.......[#888][#CCC]X..[#0FF]¢.▓   .  floor&lt;br /&gt;
 ▓...▓▓▓▓▓.▓▓▓▓▓...▓   [#0FF]¢  floor hatch&lt;br /&gt;
 ▓▓▓▓▓▓[#FF0]1▓▓.▓   ▓▓▓▓▓▓  [#888][#CCC]X  floodgate&lt;br /&gt;
      ▓[#FFF]&amp;lt;.[#888][#CCC]┼.▓   ▓▓▓[#00F]≈[#00F]~[#00F]≈  [#00F]≈  water source&lt;br /&gt;
      ▓[#0FF]2▓▓.▓ ▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~  [#888][#CCC]┼  door&lt;br /&gt;
      ▓▓▓▓.▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~  [#FFF]&amp;lt;  up stairs&lt;br /&gt;
        ▓▓[#FFF][#444]▓▓[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈▓▓  [#FF0]1 -&amp;gt; lever 1&lt;br /&gt;
       ▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~▓▓▓   [#0FF]2 -&amp;gt; lever 2&lt;br /&gt;
       ▓[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~▓▓▓&lt;br /&gt;
upper level, plumbing}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
     ▓.[#FFF]t[#FFF]o.[#FFF]f[#FFF]o[#FFF]r[#FFF]t.▓         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d        &lt;br /&gt;
▓▓▓▓▓▓▓▓▓...▓▓▓▓▓▓▓▓▓  [#880]≈ farm plot&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓  [#888]═ stockpile&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    (customized&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    for seeds)&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#888][#CCC]┼[#888]═[#888]═[#888]═[#888][#CCC]┼[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓▓▓▓▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓   ▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓   ▓▓▓▓▓▓▓▓▓&lt;br /&gt;
lower level, farms}}&lt;br /&gt;
&lt;br /&gt;
After your miners have dug the pattern, channel the tile under each hatch cover's location. Now place the hatch covers and link them to lever 1. After that you can place the floodgates and link them to lever 2. To start the irrigation, channel out the last tile to the river / murky pool. Pull the floodgate-lever to fill the reservoirs and pull it again when they are 7/7. Finally pull the hatch cover's lever and release the water to the lower level.&lt;br /&gt;
&lt;br /&gt;
This reservoir contains 70 units of water (10x7). 9 units of water are lost to the ground of the reservoir (61 left). Roughly 10 units evaporate while spreading (~51). The water should be just enough to cover the whole farm plot and evaporate quickly.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125504</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125504"/>
		<updated>2010-08-14T15:13:26Z</updated>

		<summary type="html">&lt;p&gt;Studoku: /* Irrigation via Corkscrew Pump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Irrigation is the process of adding water to an underground or rock tile so that it can be {{L|farm plot|farmed}}. This is done by flooding the tile with {{L|water}}. Any amount of water will suffice but the less water, the better — farms cannot be built on any square containing water of {{L|water depth|2/7 or deeper}}. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible, so this is only an issue if deep water is placed in an enclosed area.&lt;br /&gt;
&lt;br /&gt;
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a {{L|construction}} is built over it. Viewing the tile will cause it to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.&lt;br /&gt;
&lt;br /&gt;
Farms must be built on muddy tiles. Farms cannot be built on underground tiles (rock or soil) unless those tiles have been muddied. This is not the case for above ground farming, where you can {{L|gather plants}} and {{L|Still|brew}} them for alcohol or even farm in above ground soil with the gathered seeds. But underground farming is a generally quicker, safer and more reliable (and dwarven) way to gain {{L|food}} and {{L|alcohol}}. Plus, you can only embark with seeds for underground crops. So, it is useful to know how to irrigate with as little investment in workshops and mechanisms as possible.&lt;br /&gt;
&lt;br /&gt;
Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.&lt;br /&gt;
&lt;br /&gt;
{{L|Magma}}, for obvious reasons, cannot be used to irrigate{{verify}}  but can cause {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Easy Irrigation ==&lt;br /&gt;
&lt;br /&gt;
One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and take time to set up). They can also be daunting to newer players and mistakes can result in floods or famine - common sources of {{L|fun}}. The methods below are designed to work without mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== via Murky Pool===&lt;br /&gt;
&lt;br /&gt;
Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.&lt;br /&gt;
&lt;br /&gt;
You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should about about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.&lt;br /&gt;
&lt;br /&gt;
Finally, channel out the one tile between the tunnel and the pool and the water will flow in.&lt;br /&gt;
&lt;br /&gt;
If you miscalculate the area, there are two possible outcomes, both easily solvable-&lt;br /&gt;
&lt;br /&gt;
:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.&lt;br /&gt;
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water {{L|evaporation|evaporates}} (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.&lt;br /&gt;
&lt;br /&gt;
=== via Buckets===&lt;br /&gt;
&lt;br /&gt;
It is possible to irrigate an area by carrying water in {{l|buckets}} from virtually any source, such as a {{L|brook}}, a {{L|river}}, or a good-sized {{L|murky pool}}.&lt;br /&gt;
&lt;br /&gt;
To do this, select a subterranean area to locate your farms. You must then dig out two identical rooms, one above the other. The bottom room is where your farms will eventually be built, and the top room is where the actual filling will occur. Once you have dug out both rooms, you will need to channel out the floor of the upper room, making sure to leave a walkway around the perimeter.&lt;br /&gt;
&lt;br /&gt;
Once you've dug the {{L|channel|channels}} in the upper room, you should have something like this:&lt;br /&gt;
&lt;br /&gt;
 Top Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 +..+    legend&lt;br /&gt;
 +..+     . = channeled tile&lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
 Bottom Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
&lt;br /&gt;
(If you haven't {{L|Dig|dug}} the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be. Also note that if you carve the channels on the surface, the below farm will be listed as Above Ground, restricting certain crops.)&lt;br /&gt;
&lt;br /&gt;
Try to think of it like this: dwarves won't fill a pond that they are standing in. Therefore, you must dig another room above the farm and channel out the floor, so they can pour water ''down'' into the room.&lt;br /&gt;
&lt;br /&gt;
Next designate an {{L|activity zone|activity zone}} over the channeled tiles on the upper room, and set it to {{L|pond|&amp;quot;pit/pond&amp;quot;}}. By default, the zone will be set as a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
There is some debate over which tiles need to be zoned- whether the channeled tiles must be designated as the are to pour water into, or the walkway must be designated as the tiles water is to be poured from. To be safe, just include both.&lt;br /&gt;
&lt;br /&gt;
If you designate each channeled tile individually as its own pond, you can quickly muddy your planned farm tiles- as only one dwarf can fill a pond activity zone at a time- and you can also control the spread of the water more precisely. &lt;br /&gt;
&lt;br /&gt;
As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, leaving behind an exact match of mud on the floor below. This process creates &amp;quot;a dusting of mud&amp;quot; on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.&lt;br /&gt;
&lt;br /&gt;
When you are finished, the lower floor will look like the following:&lt;br /&gt;
&lt;br /&gt;
 ++++ &lt;br /&gt;
 +mm+    legend &lt;br /&gt;
 +mm+     m = muddied tile &lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
You can vary the basic square to any rectangle, so long as it remains 2 tiles wide or 2 tiles long. Otherwise, your dwarves will not be able to reach the central tiles.&lt;br /&gt;
&lt;br /&gt;
If you accidentally add too much water, you can wait for some of the water to evaporate or spread to nearby tiles. Even so, as long as you keep an eye on the dwarves and dezone that pond tile on the upper gallery as soon as it is no longer necessary, you shouldn't have any problems.&lt;br /&gt;
&lt;br /&gt;
Other ways of creating an upper irrigation gallery and a lower resulting farm level are possible, but this is left up to the fortress designers to experiment with. This is simply a guide for players just starting out.&lt;br /&gt;
&lt;br /&gt;
== Irrigation via Corkscrew Pump ==&lt;br /&gt;
This method ranks somewhere between easy and complex irrigation as it's set up relatively quickly while not necessarily looking as cool as the complex method. It needs a {{l|pump}} and a river/brook in a chasm though. A lake will do well too. &lt;br /&gt;
&lt;br /&gt;
You start by digging out a tunnel of one tile and a rectangular room near the river exactly one level above the river. The floor of the room has to be at the same level as the surface of the river. It doesn't have to be walled on the side of the river as you'll need some open space for the water to get out. If you have dug it farther away from the river, you should dig another tunnel from the room to the water source so that the pumped in water can get out. &lt;br /&gt;
&lt;br /&gt;
Secondly, at the end of the one tile wide tunnel you'll set up the pump. You'll need a free place next to the light green part of the pump for a dwarf to be able to operate it. It will only be operated once, so you don't need any axles or gears or waterwheels or whatever. Manual pump operation is all it takes. &lt;br /&gt;
&lt;br /&gt;
After setting up the pump (whose dark green end has to be between the tunnel's walls) you can start pumping water into the room. If you have set up everything strategically smartly you should have a pump filling up the room with water. The water should flow through the room and out of it at the open side of the room. After having enough muddy ground tiles you can stop the dwarf from operating the pump and deconstruct it (the pump, not the dwarf!) if you like. After some time the water should have completely left the room or oozed away and you should have some beautiful muddy ground tiles to farm on.&lt;br /&gt;
&lt;br /&gt;
You should also consider a bridge for the farmers to reach the farming plots. The bridge at the exit point of the water should be long enough so that the water won't flow over it and damp the ground at its far end. You can do without that second bridge though as you can deconstruct the pump after the irrigation. So there is already a passage for the farmers to get to the plots.&lt;br /&gt;
&lt;br /&gt;
Good luck! Here's a diagram of this method...&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓[#00F]≈[#00F]~         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d&lt;br /&gt;
 ▓...▓▓▓▓[#00F]≈[#00F]~[#00F]≈      ▓  stone&lt;br /&gt;
 ▓.....[#880]%[#880]%[#00F]~[#00F]≈[#00F]~      .  floor&lt;br /&gt;
 ▓...▓▓▓[#0F0].[#FFF]+[#FFF]+[#FFF]+      [#880]%[#880]% pump&lt;br /&gt;
 ▓...▓▓▓▓[#00F]~[#00F]≈[#00F]~      [#00F]≈[#00F]~ water&lt;br /&gt;
 ▓.......[#FFF]+[#FFF]+[#FFF]+      [#FFF]+  &amp;quot;bridge&amp;quot; (constructed floor tiles)&lt;br /&gt;
 ▓...▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
 ▓▓▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Complex Irrigation ==&lt;br /&gt;
The following method of irrigation takes longer to build, but it is more reliable, looks cooler and of course it's more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== via Reservoir ===&lt;br /&gt;
[[Image:Irrigation1.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. Upper level]]&lt;br /&gt;
[[Image:Irrigation2.png‎|thumb|right|The irrigated bottom level.]]&lt;br /&gt;
First you need a sufficient source of {{L|water}}. The best would be a {{L|brook}} or {{L|river}}, but it is also possible to use a bigger murky pool (it depends on how many fields you want to irrigate).&lt;br /&gt;
&lt;br /&gt;
For every 7x7 farm plot you need&lt;br /&gt;
:* a floodgate&lt;br /&gt;
:* a hatch cover&lt;br /&gt;
:* 4 mechanisms (for linking)&lt;br /&gt;
:* a door&lt;br /&gt;
&lt;br /&gt;
You also need&lt;br /&gt;
:* 2 Mechanisms for the levers&lt;br /&gt;
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)&lt;br /&gt;
&lt;br /&gt;
Use the following pattern:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓         ▓▓▓▓▓      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓...▓▓▓▓▓▓▓▓▓▓▓...▓   ▓  stone&lt;br /&gt;
 ▓.[#0FF]¢..[#888][#CCC]X.......[#888][#CCC]X..[#0FF]¢.▓   .  floor&lt;br /&gt;
 ▓...▓▓▓▓▓.▓▓▓▓▓...▓   [#0FF]¢  floor hatch&lt;br /&gt;
 ▓▓▓▓▓▓[#FF0]1▓▓.▓   ▓▓▓▓▓▓  [#888][#CCC]X  floodgate&lt;br /&gt;
      ▓[#FFF]&amp;lt;.[#888][#CCC]┼.▓   ▓▓▓[#00F]≈[#00F]~[#00F]≈  [#00F]≈  water source&lt;br /&gt;
      ▓[#0FF]2▓▓.▓ ▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~  [#888][#CCC]┼  door&lt;br /&gt;
      ▓▓▓▓.▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~  [#FFF]&amp;lt;  up stairs&lt;br /&gt;
        ▓▓[#FFF][#444]▓▓[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈▓▓  [#FF0]1 -&amp;gt; lever 1&lt;br /&gt;
       ▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~▓▓▓   [#0FF]2 -&amp;gt; lever 2&lt;br /&gt;
       ▓[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~▓▓▓&lt;br /&gt;
upper level, plumbing}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
     ▓.[#FFF]t[#FFF]o.[#FFF]f[#FFF]o[#FFF]r[#FFF]t.▓         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d        &lt;br /&gt;
▓▓▓▓▓▓▓▓▓...▓▓▓▓▓▓▓▓▓  [#880]≈ farm plot&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓  [#888]═ stockpile&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    (customized&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    for seeds)&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#888][#CCC]┼[#888]═[#888]═[#888]═[#888][#CCC]┼[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓▓▓▓▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓   ▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓   ▓▓▓▓▓▓▓▓▓&lt;br /&gt;
lower level, farms}}&lt;br /&gt;
&lt;br /&gt;
After your miners have dug the pattern, channel the tile under each hatch cover's location. Now place the hatch covers and link them to lever 1. After that you can place the floodgates and link them to lever 2. To start the irrigation, channel out the last tile to the river / murky pool. Pull the floodgate-lever to fill the reservoirs and pull it again when they are 7/7. Finally pull the hatch cover's lever and release the water to the lower level.&lt;br /&gt;
&lt;br /&gt;
This reservoir contains 70 units of water (10x7). 9 units of water are lost to the ground of the reservoir (61 left). Roughly 10 units evaporate while spreading (~51). The water should be just enough to cover the whole farm plot and evaporate quickly.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125502</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=125502"/>
		<updated>2010-08-14T15:12:51Z</updated>

		<summary type="html">&lt;p&gt;Studoku: /* Irrigation via Corkscrew Pump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Irrigation is the process of adding water to an underground or rock tile so that it can be {{L|farm plot|farmed}}. This is done by flooding the tile with {{L|water}}. Any amount of water will suffice but the less water, the better — farms cannot be built on any square containing water of {{L|water depth|2/7 or deeper}}. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible, so this is only an issue if deep water is placed in an enclosed area.&lt;br /&gt;
&lt;br /&gt;
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a {{L|construction}} is built over it. Viewing the tile will cause it to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.&lt;br /&gt;
&lt;br /&gt;
Farms must be built on muddy tiles. Farms cannot be built on underground tiles (rock or soil) unless those tiles have been muddied. This is not the case for above ground farming, where you can {{L|gather plants}} and {{L|Still|brew}} them for alcohol or even farm in above ground soil with the gathered seeds. But underground farming is a generally quicker, safer and more reliable (and dwarven) way to gain {{L|food}} and {{L|alcohol}}. Plus, you can only embark with seeds for underground crops. So, it is useful to know how to irrigate with as little investment in workshops and mechanisms as possible.&lt;br /&gt;
&lt;br /&gt;
Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.&lt;br /&gt;
&lt;br /&gt;
{{L|Magma}}, for obvious reasons, cannot be used to irrigate{{verify}}  but can cause {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Easy Irrigation ==&lt;br /&gt;
&lt;br /&gt;
One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and take time to set up). They can also be daunting to newer players and mistakes can result in floods or famine - common sources of {{L|fun}}. The methods below are designed to work without mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== via Murky Pool===&lt;br /&gt;
&lt;br /&gt;
Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.&lt;br /&gt;
&lt;br /&gt;
You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should about about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.&lt;br /&gt;
&lt;br /&gt;
Finally, channel out the one tile between the tunnel and the pool and the water will flow in.&lt;br /&gt;
&lt;br /&gt;
If you miscalculate the area, there are two possible outcomes, both easily solvable-&lt;br /&gt;
&lt;br /&gt;
:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.&lt;br /&gt;
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water {{L|evaporation|evaporates}} (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.&lt;br /&gt;
&lt;br /&gt;
=== via Buckets===&lt;br /&gt;
&lt;br /&gt;
It is possible to irrigate an area by carrying water in {{l|buckets}} from virtually any source, such as a {{L|brook}}, a {{L|river}}, or a good-sized {{L|murky pool}}.&lt;br /&gt;
&lt;br /&gt;
To do this, select a subterranean area to locate your farms. You must then dig out two identical rooms, one above the other. The bottom room is where your farms will eventually be built, and the top room is where the actual filling will occur. Once you have dug out both rooms, you will need to channel out the floor of the upper room, making sure to leave a walkway around the perimeter.&lt;br /&gt;
&lt;br /&gt;
Once you've dug the {{L|channel|channels}} in the upper room, you should have something like this:&lt;br /&gt;
&lt;br /&gt;
 Top Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 +..+    legend&lt;br /&gt;
 +..+     . = channeled tile&lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
 Bottom Floor&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
 ++++&lt;br /&gt;
&lt;br /&gt;
(If you haven't {{L|Dig|dug}} the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be. Also note that if you carve the channels on the surface, the below farm will be listed as Above Ground, restricting certain crops.)&lt;br /&gt;
&lt;br /&gt;
Try to think of it like this: dwarves won't fill a pond that they are standing in. Therefore, you must dig another room above the farm and channel out the floor, so they can pour water ''down'' into the room.&lt;br /&gt;
&lt;br /&gt;
Next designate an {{L|activity zone|activity zone}} over the channeled tiles on the upper room, and set it to {{L|pond|&amp;quot;pit/pond&amp;quot;}}. By default, the zone will be set as a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
There is some debate over which tiles need to be zoned- whether the channeled tiles must be designated as the are to pour water into, or the walkway must be designated as the tiles water is to be poured from. To be safe, just include both.&lt;br /&gt;
&lt;br /&gt;
If you designate each channeled tile individually as its own pond, you can quickly muddy your planned farm tiles- as only one dwarf can fill a pond activity zone at a time- and you can also control the spread of the water more precisely. &lt;br /&gt;
&lt;br /&gt;
As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, leaving behind an exact match of mud on the floor below. This process creates &amp;quot;a dusting of mud&amp;quot; on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.&lt;br /&gt;
&lt;br /&gt;
When you are finished, the lower floor will look like the following:&lt;br /&gt;
&lt;br /&gt;
 ++++ &lt;br /&gt;
 +mm+    legend &lt;br /&gt;
 +mm+     m = muddied tile &lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
You can vary the basic square to any rectangle, so long as it remains 2 tiles wide or 2 tiles long. Otherwise, your dwarves will not be able to reach the central tiles.&lt;br /&gt;
&lt;br /&gt;
If you accidentally add too much water, you can wait for some of the water to evaporate or spread to nearby tiles. Even so, as long as you keep an eye on the dwarves and dezone that pond tile on the upper gallery as soon as it is no longer necessary, you shouldn't have any problems.&lt;br /&gt;
&lt;br /&gt;
Other ways of creating an upper irrigation gallery and a lower resulting farm level are possible, but this is left up to the fortress designers to experiment with. This is simply a guide for players just starting out.&lt;br /&gt;
&lt;br /&gt;
== Irrigation via Corkscrew Pump ==&lt;br /&gt;
This method ranks somewhere between easy and complex irrigation as it's set up relatively quickly while not necessarily looking as cool as the complex method. It needs a [l|pump] and a river/brook in a chasm though. A lake will do well too. &lt;br /&gt;
&lt;br /&gt;
You start by digging out a tunnel of one tile and a rectangular room near the river exactly one level above the river. The floor of the room has to be at the same level as the surface of the river. It doesn't have to be walled on the side of the river as you'll need some open space for the water to get out. If you have dug it farther away from the river, you should dig another tunnel from the room to the water source so that the pumped in water can get out. &lt;br /&gt;
&lt;br /&gt;
Secondly, at the end of the one tile wide tunnel you'll set up the pump. You'll need a free place next to the light green part of the pump for a dwarf to be able to operate it. It will only be operated once, so you don't need any axles or gears or waterwheels or whatever. Manual pump operation is all it takes. &lt;br /&gt;
&lt;br /&gt;
After setting up the pump (whose dark green end has to be between the tunnel's walls) you can start pumping water into the room. If you have set up everything strategically smartly you should have a pump filling up the room with water. The water should flow through the room and out of it at the open side of the room. After having enough muddy ground tiles you can stop the dwarf from operating the pump and deconstruct it (the pump, not the dwarf!) if you like. After some time the water should have completely left the room or oozed away and you should have some beautiful muddy ground tiles to farm on.&lt;br /&gt;
&lt;br /&gt;
You should also consider a bridge for the farmers to reach the farming plots. The bridge at the exit point of the water should be long enough so that the water won't flow over it and damp the ground at its far end. You can do without that second bridge though as you can deconstruct the pump after the irrigation. So there is already a passage for the farmers to get to the plots.&lt;br /&gt;
&lt;br /&gt;
Good luck! Here's a diagram of this method...&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓[#00F]≈[#00F]~         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d&lt;br /&gt;
 ▓...▓▓▓▓[#00F]≈[#00F]~[#00F]≈      ▓  stone&lt;br /&gt;
 ▓.....[#880]%[#880]%[#00F]~[#00F]≈[#00F]~      .  floor&lt;br /&gt;
 ▓...▓▓▓[#0F0].[#FFF]+[#FFF]+[#FFF]+      [#880]%[#880]% pump&lt;br /&gt;
 ▓...▓▓▓▓[#00F]~[#00F]≈[#00F]~      [#00F]≈[#00F]~ water&lt;br /&gt;
 ▓.......[#FFF]+[#FFF]+[#FFF]+      [#FFF]+  &amp;quot;bridge&amp;quot; (constructed floor tiles)&lt;br /&gt;
 ▓...▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
 ▓▓▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Complex Irrigation ==&lt;br /&gt;
The following method of irrigation takes longer to build, but it is more reliable, looks cooler and of course it's more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== via Reservoir ===&lt;br /&gt;
[[Image:Irrigation1.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. Upper level]]&lt;br /&gt;
[[Image:Irrigation2.png‎|thumb|right|The irrigated bottom level.]]&lt;br /&gt;
First you need a sufficient source of {{L|water}}. The best would be a {{L|brook}} or {{L|river}}, but it is also possible to use a bigger murky pool (it depends on how many fields you want to irrigate).&lt;br /&gt;
&lt;br /&gt;
For every 7x7 farm plot you need&lt;br /&gt;
:* a floodgate&lt;br /&gt;
:* a hatch cover&lt;br /&gt;
:* 4 mechanisms (for linking)&lt;br /&gt;
:* a door&lt;br /&gt;
&lt;br /&gt;
You also need&lt;br /&gt;
:* 2 Mechanisms for the levers&lt;br /&gt;
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)&lt;br /&gt;
&lt;br /&gt;
Use the following pattern:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓         ▓▓▓▓▓      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓...▓▓▓▓▓▓▓▓▓▓▓...▓   ▓  stone&lt;br /&gt;
 ▓.[#0FF]¢..[#888][#CCC]X.......[#888][#CCC]X..[#0FF]¢.▓   .  floor&lt;br /&gt;
 ▓...▓▓▓▓▓.▓▓▓▓▓...▓   [#0FF]¢  floor hatch&lt;br /&gt;
 ▓▓▓▓▓▓[#FF0]1▓▓.▓   ▓▓▓▓▓▓  [#888][#CCC]X  floodgate&lt;br /&gt;
      ▓[#FFF]&amp;lt;.[#888][#CCC]┼.▓   ▓▓▓[#00F]≈[#00F]~[#00F]≈  [#00F]≈  water source&lt;br /&gt;
      ▓[#0FF]2▓▓.▓ ▓▓▓[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~  [#888][#CCC]┼  door&lt;br /&gt;
      ▓▓▓▓.▓▓▓[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~  [#FFF]&amp;lt;  up stairs&lt;br /&gt;
        ▓▓[#FFF][#444]▓▓[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈▓▓  [#FF0]1 -&amp;gt; lever 1&lt;br /&gt;
       ▓▓[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~▓▓▓   [#0FF]2 -&amp;gt; lever 2&lt;br /&gt;
       ▓[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~▓▓▓&lt;br /&gt;
upper level, plumbing}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
     ▓.[#FFF]t[#FFF]o.[#FFF]f[#FFF]o[#FFF]r[#FFF]t.▓         [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d        &lt;br /&gt;
▓▓▓▓▓▓▓▓▓...▓▓▓▓▓▓▓▓▓  [#880]≈ farm plot&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓  [#888]═ stockpile&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓...▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    (customized&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓    for seeds)&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#888][#CCC]┼[#888]═[#888]═[#888]═[#888][#CCC]┼[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓[#888]═[#888]═[#888]═▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓▓▓▓▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓   ▓[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓   ▓▓▓▓▓▓▓▓▓&lt;br /&gt;
lower level, farms}}&lt;br /&gt;
&lt;br /&gt;
After your miners have dug the pattern, channel the tile under each hatch cover's location. Now place the hatch covers and link them to lever 1. After that you can place the floodgates and link them to lever 2. To start the irrigation, channel out the last tile to the river / murky pool. Pull the floodgate-lever to fill the reservoirs and pull it again when they are 7/7. Finally pull the hatch cover's lever and release the water to the lower level.&lt;br /&gt;
&lt;br /&gt;
This reservoir contains 70 units of water (10x7). 9 units of water are lost to the ground of the reservoir (61 left). Roughly 10 units evaporate while spreading (~51). The water should be just enough to cover the whole farm plot and evaporate quickly.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=124796</id>
		<title>v0.31:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=124796"/>
		<updated>2010-08-11T17:58:20Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:44, 11 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Elephant&lt;br /&gt;
|symbol=E|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|forest|Tropical forest}}&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=5&lt;br /&gt;
|bones=49-67&lt;br /&gt;
|meat=36-190&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestines=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.''&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are trainable into War/hunting elephants at the {{L|kennel}}s by a {{l|dwarf}} with the {{l|animal trainer}} {{l|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
Being the largest land animals besides {{Catlink|Megabeasts|megabeasts}}, they are sure to make a good choice to train and put in your {{l|military}}. Their sheer size means that they pack a huge blunt force, making them good against pretty much anything, including well-{{l|armor}}ed {{l|goblin}}s. Known in past releases as [[Boatmurdered|a cold, emotionless and highly effective dwarf killing machine]], with blood eternally dripping from their ivory tusks.&lt;br /&gt;
&lt;br /&gt;
They come with {{l|elf|elven}} {{l|caravan}}s pre-tamed but they can also be caught in {{L|Trap#Cage_Trap|cage traps}} and {{l|tame}}d by one of your dwarves, without the assistance of a {{L|dungeon master}}, making them an even a greater choice for a war animal.&lt;br /&gt;
&lt;br /&gt;
Even in death, elephants are wonderful creatures. Elephant parts and products are worth ''five'' times as much as those of more boring animals like cows and their size means that there will be a lot of them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fuel&amp;diff=108630</id>
		<title>v0.31 Talk:Fuel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fuel&amp;diff=108630"/>
		<updated>2010-05-12T03:18:22Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wait, I'm confused - are charcoal and coke identical for all in-game purposes or not? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:09, 22 April 2010 (UTC)&lt;br /&gt;
:Yes, they are.-[[User:Studoku|Studoku]] 03:18, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chance to use an old page ==&lt;br /&gt;
&lt;br /&gt;
I've always thought that charts like the one on the old [[Fuel Industry]] page were quite helpful, so I think a similar chart would be very welcome on the new version of the page.  Since (as far as I can tell) the old chart is largely still accurate, it seems like it'd be a good idea just to port the old chart over and if necessary give it a tweak or two.  Any thoughts?  --[[User:LegacyCWAL|LegacyCWAL]] 17:41, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fuel usage for Steel ==&lt;br /&gt;
&lt;br /&gt;
It looks like this page was copied directly from 40d version, complete with the note about fuel usage for making steel (namely, that the refined coal works both as fuel and as a reagent). However, [[DF2010:Pig iron|Pig iron]] states that the refined coal is '''not''' counted as fuel and that a normal smelter would need '''two''' units of fuel to make pig iron or steel (just as was the case back in the 2D version). One of these is wrong. --[[User:Quietust|Quietust]] 13:37, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:2 coke for both pig iron and steel verified at a conventional smelter. --[[User:Birthright|Birthright]] 23:06, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyone know how to mod in a new magma powered workshop?&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Irrigation&amp;diff=108629</id>
		<title>v0.31 Talk:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Irrigation&amp;diff=108629"/>
		<updated>2010-05-12T03:16:37Z</updated>

		<summary type="html">&lt;p&gt;Studoku: /* Exceptional rating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just few notes:&lt;br /&gt;
* You can make farms in 1/7. There is no need to wait till it evaporates.&lt;br /&gt;
* River does not have to be above farm, it can be on same level. You just dig straight into it, with floodgate installed in the tunnel and lever pulled. [[User:RusAnon|RusAnon]] 20:26, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farms in deeper water == &lt;br /&gt;
My farmers do not seem to be bothered by my farms being 2/7 deep in water (poor water control). Anyone else seen similar? --[[Special:Contributions/131.111.254.209|131.111.254.209]] 10:26, 11 April 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Dwarves can walk through 1/7 and 2/7 water covered tiles, but cannot work that actual tile, so no planting seeds or harvesting plants until the water evaporates. The plants aren't actually bothered by water depth, so they will mature despite being under water. --[[User:Darkstar|Darkstar]] 17:31, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can create farms, plant, and harvest in 1/7 water.  True in 40d and true in 2010.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:10, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Due to a bug == &lt;br /&gt;
&lt;br /&gt;
Can someone confirm if this is a bug? Otherwise, I'm assuming it's an intentional change and removing that comment.[[User:Studoku|Studoku]] 02:30, 5 April 2010 (UTC)&lt;br /&gt;
:Yup. Baguhn confirmed it here: [http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336] --[[User:Dree12|Dree12]] 01:25, 9 April 2010 (UTC)&lt;br /&gt;
::Toady's comment on this was much more vague - rewording it. --[[User:Old Ancient|Old Ancient]] 05:36, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Designating a pond ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to follow the instructions for bucket irrigation, and I can't designate a pond either in the open space above the farm, or in the stone floor of the farm itself.  The only place I seem to be able to designate a pond is over the brook, which makes no sense at all.  Running 0.31.03. -[[User:Greycat|Greycat]] 21:04, 21 April 2010 (UTC)&lt;br /&gt;
: Ah, I found the trick.  I could only designate a one-tile pit/pond zone on the ramp leading down to the farm.  I couldn't designate anything on the farm itself.  After designating the pit/pond, you have to press [P] and [f] to toggle it from pit to pond. -[[User:Greycat|Greycat]] 14:22, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Exceptional rating ==&lt;br /&gt;
&lt;br /&gt;
As this article contains quite a lot of information, I've added the appropriate category, and the tileset criterion does not currently appear to be a requirement for Exceptional quality, I have moved this article up from Fine.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 14:59, 11 May 2010 (UTC)&lt;br /&gt;
: Awesome. Thank you everyone who helped make this article.-[[User:Studoku|Studoku]] 03:16, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=99340</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=99340"/>
		<updated>2010-04-26T00:22:02Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=97232</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=97232"/>
		<updated>2010-04-22T14:06:23Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Longland_beer&amp;diff=96833</id>
		<title>v0.31:Longland beer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Longland_beer&amp;diff=96833"/>
		<updated>2010-04-21T13:06:09Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Redirected page to DF2010:Alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Alcohol]]&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sun_berry&amp;diff=96288</id>
		<title>v0.31:Sun berry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sun_berry&amp;diff=96288"/>
		<updated>2010-04-20T16:44:13Z</updated>

		<summary type="html">&lt;p&gt;Studoku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Sun berries can be brewed into {{l|sunshine}}- the highest value alcohol in Dwarf Fortress.&lt;br /&gt;
{{Crop|color={{color|6|1}}|seed_color={{color|4|1}}|character=:|name=Sun berry|seed=Sun berry seed&lt;br /&gt;
|edible=Yes&lt;br /&gt;
|cookable=Yes&lt;br /&gt;
|alcohol={{L|Sunshine}}&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1&lt;br /&gt;
|habitat=Not freezing (Wet)&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;(Good)&amp;lt;/span&amp;gt;&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[PLANT:BERRY_SUN]&lt;br /&gt;
	[NAME:sun berry][NAME_PLURAL:sun berries][ADJ:sun berry]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
		[MATERIAL_VALUE:3]&lt;br /&gt;
		[EDIBLE_VERMIN]&lt;br /&gt;
		[EDIBLE_RAW]&lt;br /&gt;
		[EDIBLE_COOKED]&lt;br /&gt;
	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
	[PICKED_TILE:58][PICKED_COLOR:6:0:1]&lt;br /&gt;
	[WET][GOOD][BIOME:NOT_FREEZING]&lt;br /&gt;
	[VALUE:3]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
		[STATE_NAME_ADJ:ALL_SOLID:frozen sunshine]&lt;br /&gt;
		[STATE_NAME_ADJ:LIQUID:sunshine]&lt;br /&gt;
		[STATE_NAME_ADJ:GAS:boiling sunshine]&lt;br /&gt;
		[MATERIAL_VALUE:5]&lt;br /&gt;
		[DISPLAY_COLOR:6:0:1]&lt;br /&gt;
		[EDIBLE_RAW]&lt;br /&gt;
		[EDIBLE_COOKED]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[CLUSTERSIZE:5]&lt;br /&gt;
	[PREFSTRING:inner light]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
		[EDIBLE_VERMIN]&lt;br /&gt;
		[EDIBLE_COOKED]&lt;br /&gt;
	[SEED:sun berry seed:sun berry seeds:4:0:1:LOCAL_PLANT_MAT:SEED]}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strawberry_wine&amp;diff=96287</id>
		<title>v0.31:Strawberry wine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strawberry_wine&amp;diff=96287"/>
		<updated>2010-04-20T16:42:14Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Redirected page to DF2010:Alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Alcohol]]&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Still&amp;diff=96284</id>
		<title>v0.31:Still</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Still&amp;diff=96284"/>
		<updated>2010-04-20T16:32:20Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Added link to alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name = Still&lt;br /&gt;
|key = l&lt;br /&gt;
|job = Brewer&lt;br /&gt;
|construction =&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job = &lt;br /&gt;
*{{L|Brewer}}&lt;br /&gt;
|use = &lt;br /&gt;
*{{L|Barrel}}&lt;br /&gt;
*{{L|Alcohol#Brewable plants|Brewable Plant}}&lt;br /&gt;
|production = &lt;br /&gt;
*{{L|Alcohol}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A still is used to brew {{l|alcohol}} and extract liquids from plants. For a dwarf to use the still they must have the brewer labor enabled.&lt;br /&gt;
&lt;br /&gt;
Also {{L|gnomeblight}} is extracted at a still.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=95418</id>
		<title>v0.31:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=95418"/>
		<updated>2010-04-18T22:52:10Z</updated>

		<summary type="html">&lt;p&gt;Studoku: Changed Urist to a normal style link as it's not version specific.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
Anvils are required to build {{L|forge}}s, either conventional or {{L|magma forge|magma powered}}. At least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, including {{L|weaponsmith}}ing, {{L|armorsmith}}ing, {{L|metalsmith}}ing and {{L|Metal crafter|metal crafting}}.  &lt;br /&gt;
&lt;br /&gt;
Smithing an anvil uses the metalsmith skill.&lt;br /&gt;
&lt;br /&gt;
Since the only way to &amp;lt;i&amp;gt;make&amp;lt;/i&amp;gt; an anvil is with a metalsmith's forge, your first anvil must be sourced from outside of your colony, either before embark or by later trading. Anvils require one {{L|metal}} {{L|bar}} to be {{L|smith}}ed at a forge - once you have one to begin with. As this is an infinite loop, the origins of the first anvil are hard to discern [[#Anvil_Origins?|*]].&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
A standard (no quality) iron anvil is included by default in {{L|starting build|starting equipment}}, arriving with your dwarves in your {{L|wagon}}. If you choose not to bring an anvil, you are refunded the 100 point cost, to be used for other purchases of items or skills.  You will then have to {{L|trade}} for your first anvil with the dwarven (autumn) or {{L|human}} {{L|caravan}}s that usually (but not always!) carry one or more {{L|iron}} anvils (at a cost of 100☼), and/or {{L|steel}} anvils. If this fails the first time around, you may also request one from the {{L|dwarven liaison}} or {{L|human}} {{L|guild representative}}, if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan. &lt;br /&gt;
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Once you have an anvil and have built a {{L|forge}}, {{L|smith}}ing an anvil requires one bar of metal. &lt;br /&gt;
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Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, {{L|melt}}ed, or re-used to build another forge.&lt;br /&gt;
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== Anvil Properties == &lt;br /&gt;
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Anvils may be made of {{L|iron}}, {{L|steel}} or {{L|adamantine}}. Rarely, dwarves in {{L|strange mood}}s will make anvils out of other metals, and these can be used in any forge.  The material used does not seem to affect the performance of the forge.  Neither does the anvil's quality. &lt;br /&gt;
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Anvils are considered {{L|furniture}} and will be stored in a furniture {{L|stockpile}} if not utilized in a forge.&lt;br /&gt;
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== Anvil Origins? ==&lt;br /&gt;
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{{d for dwarf}}&lt;br /&gt;
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:* One theory of the anvils origin is that a dwarf struck by a {{L|strange mood}} made one of {{L|stone}} or {{L|bone}}. Another more radical theory put forward by dwarven {{L|philosopher}} [[Urist]] McPhilosopher is that the first one was made of {{L|wood}} in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an {{L|elf}} sympathizer by an angry {{L|mayor}} who had a strange fondness for {{L|glass}}.&lt;br /&gt;
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{{Buildings}}&lt;br /&gt;
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{{Category|Items}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Studoku</name></author>
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