<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trepach</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trepach"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Trepach"/>
	<updated>2026-04-10T12:56:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=211847</id>
		<title>Digging designation canceled</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=211847"/>
		<updated>2014-10-25T12:18:19Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This error message pauses the game and zooms to the location where the warm or damp stone was located.&lt;br /&gt;
&lt;br /&gt;
[[File:Damp Stone Butcher.png|thumb|right|In this case, digging the room around the butcher was cancelled due to the last, bottom right tile being below the pool floor. The pool is known since it is in the surface. Note that it was possible to dig below the upper level's damp tiles of clay.]]&lt;br /&gt;
&lt;br /&gt;
Warm or damp stone is very dangerous as it indicates the presence of nearby [[magma]] or [[water]] respectively. However the stone could be warm/damp because the magma/water is beside the tile, directly above the tile, or directly below the tile - and most of the time ''you don't know which''. You will only know if you are near the surface and you find the damp stone below a known [[Murky pool]]:&lt;br /&gt;
&lt;br /&gt;
The safest thing to do is back off several tiles, mine up a [[z-level]] then approach the location again. Rinse and repeat until you emerge above the surface of the magma/water. Note that you will not receive warnings when digging staircases upward. If you plan on digging a staircase to a higher z-level, make sure there are no [[aquifers]] or [[magma]] in your way!&lt;br /&gt;
&lt;br /&gt;
 Side Profile: &lt;br /&gt;
 &lt;br /&gt;
    Below tile   Beside tile  Above tile            Key&lt;br /&gt;
 &lt;br /&gt;
      #######     #######      #######          # Unmined stone&lt;br /&gt;
  ↑   __o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; Warm stone&lt;br /&gt;
  z   ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     _o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; Square that was just canceled&lt;br /&gt;
 axis ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt; Magma&lt;br /&gt;
  ↓   ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      __o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;#&amp;lt;/font&amp;gt;##          _ Floor of the tunnel&lt;br /&gt;
      #######     #######      #######          o Miner&lt;br /&gt;
&lt;br /&gt;
Only in the middle case would it be unsafe to mine out the square that had just been canceled: In the first and last cases, there would be a floor between you and the fluid.&lt;br /&gt;
&lt;br /&gt;
The obnoxious recentering and pausing can be stopped by editing [[announcements.txt]] and removing &amp;lt;code&amp;gt;:P:R&amp;lt;/code&amp;gt; from the lines concerning the announcement, so they read:&lt;br /&gt;
 [DIG_CANCEL_WARM:A_D:D_D]&lt;br /&gt;
 [DIG_CANCEL_DAMP:A_D:D_D]&lt;br /&gt;
&lt;br /&gt;
The job cancellations can be disabled with the utility on http://www.bay12forums.com/smf/index.php?topic=21892.0 . Note that this can be [[fun]].&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=194439</id>
		<title>v0.34:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=194439"/>
		<updated>2013-11-28T17:45:19Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For information on &amp;quot;quantum stockpiles&amp;quot;, see [[DF2012:Exploit#Quantum_stockpiles|Exploit]].''&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and fro. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. (Alternatively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. &lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one. [[Utility:DFHack|DFHack]] provides a command to copy an existing stockpile's settings, which can make moving and resizing stockpiles much less tedious.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. You can disable automatic stockpiling by setting the stockpile to &amp;quot;take from links only&amp;quot; using {{k|q}} {{k|a}}. Tiles, within a stockpile, containing only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material (this also prevents the crafter from dragging material across the entire map when a new job order is issued). Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous — if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile.&lt;br /&gt;
&lt;br /&gt;
This can also be used to specify that a workshop or forge will only get its materials from a certain stockpile. This provides a way to make sure everything that workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then your dwarves will be unable to smelt your ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
One good use for linked stockpiles is [[clothing]] management. A &amp;quot;new&amp;quot; clothing stockpile set to &amp;quot;take from links only&amp;quot; and linked to take from your [[clothier's workshop]]s will accumulate [[wear|unworn]] clothing; a second clothing stockpile near your [[trade depot]] will collect [[wear|worn]] clothing (and [[goblinite]]) for easy [[trade|disposal]].&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel ==&lt;br /&gt;
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. It can be set to 0, 1, 2, or 3.&lt;br /&gt;
&lt;br /&gt;
If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.&lt;br /&gt;
&lt;br /&gt;
If set to non-0, then that number of wheelbarrows will be brought to the stockpile.  Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile.  Each hauling job will be performed using a wheelbarrow, rather than by hand.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see [[Wheelbarrow]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from its assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk. &lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks. Due to a {{bug|2706}}, ammo in bins is not usable.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 5 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins{{verify}}, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse | Corpses]]===&lt;br /&gt;
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s gives dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate up to 25 items{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here. In addition, a wide variety of inedible plant and animal products are stored here -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[fish]] is brought here before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag|bags]] (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal]]s in stacks larger than about 30{{verify}} (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
Furniture cannot be stored in barrels or bins.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will  convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in simplest terms, stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that traders consider amount of wood in stockpile to judge whether to bring logs for trade or not and in case of [[elves]], amount of wood you logged.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with the lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* Mason's Stone: Linking a single- or limited-type stone stockpile to a mason's workshop allows you to specify exactly which [[stone]] your masons will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your mason has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently there is no stockpile category for finished goods made of gems {{Bug|4430}}, including [[large gem]]s; these items won't be hauled to any stockpile.&lt;br /&gt;
* Stockpile options don't work for cloth {{Bug|4380|workaround=http://www.bay12forums.com/smf/index.php?topic=122782.0}}.&lt;br /&gt;
* Ammo in bins is not usable. Set bins to 0 on all ammo stockpiles by {{key|q}}{{key|C}}. {{Bug|2706}}&lt;br /&gt;
* Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
* [[Hauling]] [[container]]s back and forth is currently quite inefficient; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* Recent [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Spear&amp;diff=194388</id>
		<title>v0.34:Spear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Spear&amp;diff=194388"/>
		<updated>2013-11-24T13:13:51Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:31, 22 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Brooklyn Museum 22.1419 Spear.jpg|right|thumb|250px|''A '''spear''''']]&lt;br /&gt;
A '''spear''' is a piercing [[weapon]] that is essentially a sharply pointed blade mounted on the end of a long handle. Spears are half the size of [[pike (weapon)|pikes]], but only suffer a 17% decrease in penetration. &lt;br /&gt;
&lt;br /&gt;
Spears use and train the [[speardwarf]] skill. Dwarves can [[forge]] spears out of any weapon-grade [[metal]] but those with [[material science|superior edge properties]] are more effective. For purposes of building a realistic [[danger room]] a less lethal wooden spears may be used if purchased from elves first. All dwarves can equip spears, but some must use two hands.&lt;br /&gt;
&lt;br /&gt;
Spears may also be installed in [[trap#Upright Spear/Spike|upright spear traps]], allowing them to be mechanically operated; this is particularly useful for constructing [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Danger_room&amp;diff=194387</id>
		<title>v0.34:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Danger_room&amp;diff=194387"/>
		<updated>2013-11-24T12:42:48Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Access control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:14, 17 April 2011 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Danger room&amp;quot; is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]].  This serves two purposes: first, it trains your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]], [[Combat skill|Fighter]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting and your [[coffin]] makers busy (rarely).&lt;br /&gt;
&lt;br /&gt;
Danger rooms are a useful feature and a great workaround for regular [[training]] being too slow and difficult for new players to figure out. Some people consider this an [[exploit]], because it requires next to no effort to build your dwarves combat skills to legendary.{{bug|3855}}&lt;br /&gt;
&lt;br /&gt;
== Loadout ==&lt;br /&gt;
The first design challenge is to provide the proper level of lethality.  Do '''not''' use actual spears. Do '''not''' use menacing spikes even if they are made of wood. Only use training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is *very* important to make sure that the dwarves you plan to train are indeed wearing armor and are holding a weapon.  Dwarves that are not wearing armor are very likely to be skewered, fatally.  (Conversely, dwarves with armor are extremely unlikely to suffer any health problems.)  For the same reason, a corridor of tightly-closed doors before the danger room is encouraged to prevent unnecessary puppy killing.&lt;br /&gt;
&lt;br /&gt;
== Access control ==&lt;br /&gt;
The second design challenge is access control.  If you want your entire fortress to &amp;lt;strike&amp;gt;spank&amp;lt;/strike&amp;gt; face these perils, then put the spikes in a major hallway.  If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go. Mind that while training spikes are harmless to adult dwarfs, such traps are peril for small animals, babies and children.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
The third challenge is providing an appropriate triggering frequency.  Some signal must be sent to raise and lower the spikes while the dwarves are on them.  This can be accomplished by hooking the spikes to a [[lever]] or [[pressure plate]], or by using a [[repeater]].  If a lever is used, then it should be near the room, so you can keep track of what's happening in the room while still knowing where the control lever is.&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
The idea is that as dwarves stand on the trapped tiles, every time the spikes come out of the ground due to the trap being activated, they gain skills in whatever stops it - armor if their armor deflects it, weapon if they block it with their weapon, shield for shield, and dodging if they jump out of the way.  Crossbow-armed dwarves gain skill as hammerdwarves, not marksdwarves, because they are using the crossbow as a melee weapon to block.  As written here [http://www.bay12forums.com/smf/index.php?topic=85894.0], pick-armed dwarves get trained into ''legendary miners''.&lt;br /&gt;
&lt;br /&gt;
== Specific Design Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Here are a few specific designs.&lt;br /&gt;
&lt;br /&gt;
=== One Tile, extendable===&lt;br /&gt;
&lt;br /&gt;
If you set the [[Door|door]] to locked, the soldiers will only have the spike tile as their barracks, for great efficiency. They will all stack on this one tile and train. Set the door to ''Internal'' to adjust the size of the barracks as needed. You might have to unlock the door for new squads so they can path to the armor stand once.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ═════╗  ^ Spikes&lt;br /&gt;
   ^+♫║  + Door&lt;br /&gt;
 ═════╝  ♫ Armor stand}}&lt;br /&gt;
&lt;br /&gt;
=== Simple Minimal Manual Danger Room ===&lt;br /&gt;
&lt;br /&gt;
Create a 1x4 room with each of the four tiles having upright spikes with training spears in them. A full room will of course require making 40 training spears. As always you can load each tile with less than 10 training spears if you need to, but the more you use the faster they train and considering that you have to use the room manually it makes sense to make the training as fast as possible. Place a door on the room and forbid pets, or pasture all the pets. (See [[#Caveats]] below.) Place a lever outside and link the lever to all four spike sets.&lt;br /&gt;
&lt;br /&gt;
Equip your units with full armor, a shield, and ideally make them all wear a cloak to help protect the face. (The cloak will actually stop most of the hits to the body.) Manually order your unit(s) to move to the far tile of the room and lock the door once they're all in. (They won't all move to this tile, but they should move to within 3 tiles of it fitting them all into the room.) (It does not appear to matter if you have a multitude of dwarves packed into 4 tiles.) Add a (P)ull The Lever task to the lever and set it to (r)epeat. Leave the dwarves inside until they start to get unhappy from the long &amp;quot;patrol&amp;quot; then let them leave. This trains the Fighter and Shield skills very quickly. However, if you want to quickly train Weapon skills, make the dwarves unequip the shield before entering the room.&lt;br /&gt;
&lt;br /&gt;
A larger than 1x4 room may work better for training dodging but this is unverified. You can easily enlarge your danger room without constructing excessive training spears and mechanisms by installing [[statue]]s along the walls. Dwarves will dodge into statue tiles, then step back out onto the spiked floor for more &amp;quot;training&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Simple Semi-Automated Danger Room ===&lt;br /&gt;
&lt;br /&gt;
As above, but use [[Scheduling]] along with a [[Burrow]] to cycle trainees through the room. Define a burrow that covers the inside of the room, then schedule some number of dwarves per unit to &amp;quot;Defend The Burrow&amp;quot;. Add a repeating pull the lever task to the lever. The dwarves will rotate through the danger room according to schedule. The constant lever pulling will of course require a dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Fully Automated Danger Room ===&lt;br /&gt;
&lt;br /&gt;
Same as above, but use a [[Repeater]] to eliminate the need for a lever pulling dwarf. The advantage is that you no longer need a dwarf to pull the lever repeatedly, but a repeater is somewhat complex to set up and is slower than a repeating lever pull task.&lt;br /&gt;
&lt;br /&gt;
=== Semi or Fully Automated Fort-Wide Danger Room ===&lt;br /&gt;
&lt;br /&gt;
Instead of placing the training spear &amp;quot;spikes&amp;quot; in a room, place them in a high traffic area of the fort and use one of the methods above to set up repeating extension/retraction of the spikes. Over time this will expose most or all of your dwarves to the spear attacks, but it is advisable to make sure that all of the dwarves are at the very minimum wearing a cloak to protect them from injury, and ideally wearing full armor.&lt;br /&gt;
&lt;br /&gt;
Doing this will probably kill all of your animals eventually unless they're confined to a [[Pasture]] or otherwise confined, and will eventually kill all infants (and possibly children) unless child-carrying females and children somehow forbidden from the area using a [[Burrow]].&lt;br /&gt;
&lt;br /&gt;
=== Coinstar Room ===&lt;br /&gt;
&lt;br /&gt;
As a complement to a standard danger room, a '''coinstar''' or '''popcorn''' room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of small objects such as [[coin]]s. The safest training material is currently thought to be coins ([[DF2012:Exploit#Infinite_Adamantine_.2F_Metals|split]] into stacks of 15 or smaller), though [[seed]]s, [[sock]]s, [[leaves]], and other small, light objects will work. To construct a coinstar room, first dig a small 1x2 trench, then build two 1x1 '''retracting''' bridges on the '''floor''' of the trench (shown in green), and connect them to a [[lever]], [[pressure plate]], or [[repeater]] (not shown). &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
  z-1  ║   z &lt;br /&gt;
  ╔═╗  ║  +++   &lt;br /&gt;
  ║[#0D0]╬║  ║  +▼+&lt;br /&gt;
  ║[#0D0]╬║  ║  +▼+&lt;br /&gt;
  ╚═╝  ║  +++&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Please note that, although the bridges cover the up ramps they are still usable; adding another way out is not necessary. Do, however, remove any loose stones or other large objects in the trench. You should also avoid constructing any extraneous tunnels within 3 tiles on the bridge level, or your dwarves may stand there instead of in the coinstar room when you issue them a station order.&lt;br /&gt;
&lt;br /&gt;
To fill your coinstar room, designate a [[dump]] zone on the top level immediately adjacent to the trench. After making sure that all other dump zones are disabled (and all other refuse is *not* marked for dumping), dump 100-1000 small objects into the pit (more objects = faster training). Once filled, disable the dump zone and verify that your dwarves didn't dump any platinum bars or loose stone into the pit.&lt;br /&gt;
&lt;br /&gt;
To activate the coinstar room, station a dwarf in the chamber, then have another dwarf {{k|P}}ull the Lever/R, trigger the pressure plate, or engage the repeater. The objects will be flung about in the chamber, hitting your dwarf repeatedly and providing 9 armor-user xp per impact and increase in all &amp;quot;military&amp;quot; stats. When training is complete, remove your trained dwarf with a station order (canceling the original station order will cause your trainee to drop any worn out clothes, which might prove deadly to future occupants). &lt;br /&gt;
&lt;br /&gt;
Training a single dwarf at a time is recommended because only the &amp;quot;top&amp;quot; unit in a stack will be hit by flying objects. This method does not train weapons, shield use, or dodging, but it quickly trains Armor User and, more importantly, increases vital stats. There are some advantages to using slightly larger objects such as cats (injuries train [[DF2012:Attribute#Willpower|willpower]] and [[hospital]] staff), however [[DF2012:Health_care#Infection|infection]]s from broken ears can prove quite deadly. See [http://www.bay12forums.com/smf/index.php?topic=117154.msg3659504#msg3659504 this thread] for more useful information (such as how to split coins from stack of 1000 to 1000 stacks of 1, passsive training method and dangers of it.&lt;br /&gt;
&lt;br /&gt;
===Pool 'o' Fun===&lt;br /&gt;
&lt;br /&gt;
It's possible to simultaneously train [[Swimmer|swimming]] by arranging a means of flooding your danger room and locking your military within. (A depth of 4/7 is recommended, but you can fill it up to 6/7 if you &amp;lt;s&amp;gt;dare&amp;lt;/s&amp;gt; want.)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses and causing [[thought|unhappy thoughts]]; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spikes cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room. &lt;br /&gt;
&lt;br /&gt;
Pets (even non-grazers) can be put in a [[pasture]] for their safety. Alternately, having the door to the room set to &amp;quot;Keep tightly closed&amp;quot; prevents ''most'' pet deaths, but one may occasionally slip through.&lt;br /&gt;
&lt;br /&gt;
To deal with the babies, you can either avoid recruiting (married) females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers.&lt;br /&gt;
&lt;br /&gt;
Some players consider children a waste of resources. Letting them get speared does provide extra practice for your medical dwarves, but you'll also need extra tombs, and to make sure there's enough alcohol on hand so the parents can quickly drown their sorrows - legendary fighters cause [[Fun|legendary tantrum spirals]].&lt;br /&gt;
&lt;br /&gt;
==Mod exploitation of danger rooms==&lt;br /&gt;
If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
Keep in mind that after using the danger room for a long period of time your dwarves will eventually grow attached to a worn or wielded item. This is particularly bad when all of your military dwarves are wearing civilian clothing; try to avoid training improperly equipped soldiers unless it is an emergency.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Engraver&amp;diff=194379</id>
		<title>v0.34:Engraver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Engraver&amp;diff=194379"/>
		<updated>2013-11-23T23:30:37Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Engraving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:43, 6 January 2011 (UTC)}}{{Skill&lt;br /&gt;
| color      = 7:1&lt;br /&gt;
| skill      = Engraver&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Stone detailing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Smooth stone]]&lt;br /&gt;
* [[Engrave stone]]&lt;br /&gt;
* [[Carve fortifications]]&lt;br /&gt;
* [[Engrave track]]&lt;br /&gt;
* [[Engrave memorial slab]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* [[Agility]]&lt;br /&gt;
* [[Creativity]]&lt;br /&gt;
* [[Spatial Sense]]&lt;br /&gt;
* [[Kinesthetic Sense]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Engraver''' is the skill used for [[smoothing]] and [[engraving]] walls and floors, carving [[fortifications]] into walls, carving [[minecart]] [[tracks]] into floors and ramps and engraving memorial [[slabs]].&lt;br /&gt;
&lt;br /&gt;
== Smoothing ==&lt;br /&gt;
{{main|Smoothing}}&lt;br /&gt;
It is only possible to smooth natural [[stone]] walls and floors. Soil cannot be smoothed and constructed walls and floors are created smooth. The skill of the engraver does not affect the [[quality]] of the smoothed tiles.&lt;br /&gt;
&lt;br /&gt;
== Engraving ==&lt;br /&gt;
{{main|Engraving}}&lt;br /&gt;
It is only possible to engrave natural stone walls and floors. Soil cannot be engraved. Engraving increases the value of a smoothed wall or floor and gives it a [[quality]] level, which is dependent upon the engravers’ skill.&lt;br /&gt;
While experienced dwarfs are more likely to engrave historical events than a novice, it is unclear if personality has any effect.&lt;br /&gt;
Low quality or unwanted engraved floor can be redone by carving a track over it and then smoothing the tile.&lt;br /&gt;
&lt;br /&gt;
== Fortifications ==&lt;br /&gt;
{{main|Fortification}}&lt;br /&gt;
Fortifications are semi-permeable walls that allow some objects, such as projectiles and liquids, to pass through them. They can be created in natural and constructed stone walls as well as constructed from the build menu.&lt;br /&gt;
&lt;br /&gt;
== Tracks ==&lt;br /&gt;
{{main|Minecart#Tracks|l1=Tracks}}&lt;br /&gt;
Tracks can be carved from natural stone floors and ramps as well as constructed from the build menu. They are used to transport minecarts which are [[tools]] used mostly for [[hauling]].&lt;br /&gt;
&lt;br /&gt;
== Slabs ==&lt;br /&gt;
{{main|Slab}}&lt;br /&gt;
Slabs are created at a [[mason's workshop]] and engraved with the victim’s name at a [[craftsdwarf's workshop]]. They are a common alternative to [[coffin]] when a body cannot be retrieved (whether due to [[invader]]s, an extremely [[unfortunate accident]], or simply large amounts of [[fun]]). They can also be used as a more efficient alternative to a [[statue]], as they do not block movement.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{main|Cross-training#Renovation|Engraving#Process|l1=Cross-training|l2=Engraving}}&lt;br /&gt;
Having engravers smooth large areas can be a good way to train them since it doesn’t consume resources, doesn’t create garbage and will not produce low quality results. It also builds experience very quickly at higher skill levels and is a great way to utilize idlers in a less busy fort for its low level of designating needed. However, since only natural stone surfaces can be smoothed, there is a limited (albeit huge) surface to train engravers on.&lt;br /&gt;
&lt;br /&gt;
Players concerned with using as few non-renewable resources as possible can instead resort to building constructed walls, designating them for fortification engraving via {{k|d}}-{{k|a}}, and de-constructing them afterwards. Since fortifications don’t have quality, this will never cause a negative [[thought]] for the engraver.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=194364</id>
		<title>v0.34:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=194364"/>
		<updated>2013-11-23T17:05:10Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For information on &amp;quot;quantum stockpiles&amp;quot;, see [[DF2012:Exploit#Quantum_stockpiles|Exploit]].''&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and fro. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. (Alternatively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. &lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one. [[Utility:DFHack|DFHack]] provides a command to copy an existing stockpile's settings, which can make moving and resizing stockpiles much less tedious.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. You can disable automatic stockpiling by setting the stockpile to &amp;quot;take from links only&amp;quot; using {{k|q}} {{k|a}}. Tiles, within a stockpile, containing only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material (this also prevents the crafter from dragging material across the entire map when a new job order is issued). Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous — if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile.&lt;br /&gt;
&lt;br /&gt;
This can also be used to specify that a workshop or forge will only get its materials from a certain stockpile. This provides a way to make sure everything that workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then your dwarves will be unable to smelt your ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
One good use for linked stockpiles is [[clothing]] management. A &amp;quot;new&amp;quot; clothing stockpile set to &amp;quot;take from links only&amp;quot; and linked to take from your [[clothier's workshop]]s will accumulate [[wear|unworn]] clothing; a second clothing stockpile near your [[trade depot]] will collect [[wear|worn]] clothing (and [[goblinite]]) for easy [[trade|disposal]].&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel ==&lt;br /&gt;
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. It can be set to 0, 1, 2, or 3.&lt;br /&gt;
&lt;br /&gt;
If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.&lt;br /&gt;
&lt;br /&gt;
If set to non-0, then that number of wheelbarrows will be brought to the stockpile.  Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile.  Each hauling job will be performed using a wheelbarrow, rather than by hand.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see [[Wheelbarrow]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from its assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk. &lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks. Due to a {{bug|2706}}, ammo in bins is not usable.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 5 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins{{verify}}, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse | Corpses]]===&lt;br /&gt;
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s gives dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate up to 25 items{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here. In addition, a wide variety of inedible plant and animal products are stored here -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[fish]] is brought here before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag|bags]] (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal]]s in stacks larger than about 30{{verify}} (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
Furniture cannot be stored in barrels or bins.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will  convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in simplest terms, stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that traders consider amount of wood in stockpile to judge whether to bring logs for trade or not and in case of [[elves]], amount of wood you logged.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with the lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* Mason's Stone: Linking a single- or limited-type stone stockpile to a mason's workshop allows you to specify exactly which [[stone]] your masons will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your mason has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently there is no stockpile category for finished goods made of gems {{Bug|4430}}, including [[large gem]]s; these items won't be hauled to any stockpile.&lt;br /&gt;
* Stockpile options don't work for cloth {{Bug|4380|workaround=http://www.bay12forums.com/smf/index.php?topic=122782.0}}.&lt;br /&gt;
*Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
* [[Hauling]] [[container]]s back and forth is currently quite inefficient; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* Recent [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=194363</id>
		<title>v0.34:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=194363"/>
		<updated>2013-11-23T16:55:57Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* The Minecart Stop */&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 '[[Main:cheating|cheating]]' because exploits occur within the game as written and do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Main:Dwarf Fortress|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 about 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;
{{main|Dwarven atom smasher}}&lt;br /&gt;
&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most 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;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a [[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 [[legendary]] as an [[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 [[Insanity|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;
A Quantum Stockpile (QSP) allows you to store an infinte number of items in a single tile.  QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].  &lt;br /&gt;
&lt;br /&gt;
Note that, due to {{bug|5994|cat=nocat}}, deconstructing [[construction]]s near a quantum stockpile can potentially create many simultaneous [[hauling]] jobs. There is currently no easy way to prevent this. Undumps, due to their single-job nature, will not have this problem, and minecart stops will generate only a limited number of jobs due to their [[minecart#Capacity|capacity]].&lt;br /&gt;
&lt;br /&gt;
=== Simple Quantum Stockpiles ===&lt;br /&gt;
The simplest QSP is created by designating a garbage pit zone instead of a [[stockpile]], dumping the items you want to store and then reclaiming them when you are ready to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones 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 [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them 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;
=== The Minecart Stop ===&lt;br /&gt;
This method allows the type of items to be stored in the Quantum Stockpile to be completely controlled and to be as broad or specific as required.  Collection of items is automatic with no user input required (just like a normal stockpile), and the number of haulers collecting for the stockpile is controlled by the size and number of receiving stockpiles.  Distribution is also automatic, with dwarves coming to collect items as needed (just like from a normal stockpile).&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever.  The steps below are to create a standalone Quantum Stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
  rrrr     r receiving stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   d       d distribution stockpile&lt;br /&gt;
&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}}.  Ensure you set the dumping direction {{K|d}}.&lt;br /&gt;
# Designate a 1x1 distribution stockpile {{K|p}} on the square where the stop will dump and define preferences {{K|q}} to make the settings {{K|s}} store only what you want, with no barrels {{K|E}}, bins {{K|C}} or wheelbarrows {{K|w}}.&lt;br /&gt;
# Designate a receiving stockpile {{K|p}} (can be anywhere, but optimally right next to the constructed track stop) of any size.  The larger it is, the more dwarves will simultaneously collect items.  Define the preferences{{K|q}} of this stockpile to be the same as the distribution stockpile, with the possible exception of the number of wheelbarrows.  If the QSP is for heavy items (eg loose [[stone]]s), you may want to use wheelbarrows in the receiving stockpile to speed up collection.  Wheelbarrows will place a limit of up to three dwarves simulatenously collecting, unless you make multiple receiving stockpiles, each with its own set of wheelbarrows.&lt;br /&gt;
# Construct a new hauling route {{K|h}}, assign a vehicle {{K|v}} (You'll need to make a mine cart), and define a new stop {{K|s}} on your constructed track stop.   {{K|Enter}} to define the stop, {{K|Enter}} again to set the desired items to the same as your stockpiles, {{K|x}} to remove all existing conditions, {{K|s}} to make a stockpile link and choose the receiving stockpile/s to tell the minecart track stop to take from them.&lt;br /&gt;
&lt;br /&gt;
It is a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store. &lt;br /&gt;
&lt;br /&gt;
This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which must not be in a bin to be used properly {{bug|2706}}), and all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place). This method also tends to attract [[vermin]] more, especially hordes of swarms of [[fly|flies]], since [[food]] stored using this method can't be placed in barrels. Dwarves also seem to be very averse to loading corpses and refuse into minecarts.&lt;br /&gt;
&lt;br /&gt;
=== The Undump ===&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented.  While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.  &lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
Drawbacks to this design:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&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;
== HFS'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]].  Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals.  See the page for [[semi-molten rock]] for details.&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;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven Water Reactor ==&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] requires 10 power to move water;  a [[water wheel]] supplies 100 power if it's got water moving it.  Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available.  See [[Water wheel#Perpetual motion|here]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the Shield-wall ==&lt;br /&gt;
&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel/bag for free ==&lt;br /&gt;
&lt;br /&gt;
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]].  You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel.  Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s.  Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite Adamantine / Metals ==&lt;br /&gt;
&lt;br /&gt;
Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return.  Smelt a stack of coins, then trade it to a caravan.  You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars.  One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return.  The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread].  While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker.  Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]'s rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Radar ==&lt;br /&gt;
&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the carverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Dwarven vacuum cleaner ==&lt;br /&gt;
&lt;br /&gt;
Due to a &amp;lt;s&amp;gt;bug&amp;lt;/s&amp;gt; feature in the current version, removing a [[construction]] teleports all free items in the surrounding map tile to the location of the removing dwarf. The teleported items can even travel through solid rock, providing a very safe, quick, and convenient means to empty traps and battlefields of corpses and spoils. Of particular note, drowning pools can be emptied without draining and refilling their water. After &amp;quot;vacuuming&amp;quot; everything into a safe area, your dwarves can sort through the loot at their leisure.&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Marriage&amp;diff=194357</id>
		<title>v0.34:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Marriage&amp;diff=194357"/>
		<updated>2013-11-23T11:56:03Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:44, 7 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Two [[dwarf|dwarves]] can get married if they are of the opposite [[gender]]. Dwarves have a romantic [[relationship]] together before they are married. Instantly after marriage those dwarves usually make a wedding party, if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall. Dwarves marry for life; a dwarf whose spouse dies will not remarry. The death of a spouse will give a dwarf an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities|thumb|right|300px]]&lt;br /&gt;
Dwarves will cancel their current [[job|task]] when getting married. &lt;br /&gt;
&lt;br /&gt;
Dwarves must be within 10 years of each other in age, and must not be [[children]] or [[baby|babies]], to enter into a romantic relationship. Being [[friend]]s may be a prerequisite as well. The 10-year restriction only applies in [[fortress mode]], so incoming pregenerated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet when on break. For example, two miners are likely to become romantically involved, especially in a fort that focuses on mining, since they spend time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance.&lt;br /&gt;
&lt;br /&gt;
Married dwarves may sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both.  This also applies to [[table]]s, if they are assigned specifically to a dwarf.&lt;br /&gt;
&lt;br /&gt;
The ([[Relationships|happy?]]) wife will give birth to a [[children|baby]] every year, until she or her husband [[death|dies]], or until the fortress's [[d_init.txt|population limit or child limit]] is reached.  There are no visible signs of pregnancy, and the only effective means of contraception (other than the child limit) is physical isolation. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[injury]], etc., which can lead to [[tantrum]]s from your now miserable dwarf.&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s screen ({{k|v}}-{{k|z}}-{{k|r}}), '''Husband''' or '''Wife''' tops the list, ranked even above their deity. Their children are at the top of the Relationships list, above the deity and below the spouse.&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their spouses noble status as well.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Relationship&amp;diff=194356</id>
		<title>v0.34:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Relationship&amp;diff=194356"/>
		<updated>2013-11-23T11:55:20Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|02:31, 20 May 2012 (UTC)}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to throw [[party|parties]] and make [[child]]ren, and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]] and produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and that spend enough time chatting may marry, at which point they will switch over to one bed for two and start producing children.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides throw [[party|parties]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Worship is currently a mostly unimplemented feature; although dwarves can have different levels of worship (&amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;), they do not have much effect on the dwarves in question, as such things as temples and priests are non-existent (in Fortress mode), limiting their appearances to fine artwork produced by the dwarf in question (and only a small part of the time at that). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]].&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not seem to change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. It is unknown if the death of an acquaintance makes a dwarf any sadder.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. It is unknown if the death of an acquaintance makes a dwarf any sadder. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Royalty==&lt;br /&gt;
There are several additional special relationship listed for the [[king]]/queen and their [[King consort|consorts]]. The dwarves listed in these relationships are all familial and generally not present in the [[fortress]]. These are the Uncle/Aunt, Cousin, and Paternal &amp;amp; Maternal Grandparents.&lt;br /&gt;
&lt;br /&gt;
==Making Friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges.  This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle.  Dwarves who are busy eating, drinking, or doing any job, will not chat with one another.  This has the interesting effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score.  Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships.  These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough).  Dwarves who are too incompatible may instead form grudges.  Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another.  Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges.  Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers.  In order to be eligible for this, a dwarf has to be an adult, not be too closely related to their new friend, and have no other spouse or lover (even dead!).  Lovers who continue to have enough opportunities to chat will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships.  In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bombrek as a long-term aquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Relationship&amp;diff=194355</id>
		<title>v0.34:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Relationship&amp;diff=194355"/>
		<updated>2013-11-23T11:54:47Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|02:31, 20 May 2012 (UTC)}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to throw [[party|parties]] and make [[child]]ren, and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]] and produce children (the happier the couple, the more ([[often?|Marriage]]) children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and that spend enough time chatting may marry, at which point they will switch over to one bed for two and start producing children.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides throw [[party|parties]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Worship is currently a mostly unimplemented feature; although dwarves can have different levels of worship (&amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;), they do not have much effect on the dwarves in question, as such things as temples and priests are non-existent (in Fortress mode), limiting their appearances to fine artwork produced by the dwarf in question (and only a small part of the time at that). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]].&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not seem to change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. It is unknown if the death of an acquaintance makes a dwarf any sadder.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. It is unknown if the death of an acquaintance makes a dwarf any sadder. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Royalty==&lt;br /&gt;
There are several additional special relationship listed for the [[king]]/queen and their [[King consort|consorts]]. The dwarves listed in these relationships are all familial and generally not present in the [[fortress]]. These are the Uncle/Aunt, Cousin, and Paternal &amp;amp; Maternal Grandparents.&lt;br /&gt;
&lt;br /&gt;
==Making Friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges.  This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle.  Dwarves who are busy eating, drinking, or doing any job, will not chat with one another.  This has the interesting effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score.  Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships.  These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough).  Dwarves who are too incompatible may instead form grudges.  Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another.  Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges.  Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers.  In order to be eligible for this, a dwarf has to be an adult, not be too closely related to their new friend, and have no other spouse or lover (even dead!).  Lovers who continue to have enough opportunities to chat will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships.  In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bombrek as a long-term aquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Marriage&amp;diff=194354</id>
		<title>v0.34:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Marriage&amp;diff=194354"/>
		<updated>2013-11-23T11:53:19Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:44, 7 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Two [[dwarf|dwarves]] can get married if they are of the opposite [[gender]]. Dwarves have a romantic [[relationship]] together before they are married. Instantly after marriage those dwarves usually make a wedding party, if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall. Dwarves marry for life; a dwarf whose spouse dies will not remarry. The death of a spouse will give a dwarf an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities|thumb|right|300px]]&lt;br /&gt;
Dwarves will cancel their current [[job|task]] when getting married. &lt;br /&gt;
&lt;br /&gt;
Dwarves must be within 10 years of each other in age, and must not be [[children]] or [[baby|babies]], to enter into a romantic relationship. Being [[friend]]s may be a prerequisite as well. The 10-year restriction only applies in [[fortress mode]], so incoming pregenerated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet when on break. For example, two miners are likely to become romantically involved, especially in a fort that focuses on mining, since they spend time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance.&lt;br /&gt;
&lt;br /&gt;
Married dwarves may sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both.  This also applies to [[table]]s, if they are assigned specifically to a dwarf.&lt;br /&gt;
&lt;br /&gt;
The ([[happy?|Relationships]]) wife will give birth to a [[children|baby]] every year, until she or her husband [[death|dies]], or until the fortress's [[d_init.txt|population limit or child limit]] is reached.  There are no visible signs of pregnancy, and the only effective means of contraception (other than the child limit) is physical isolation. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[injury]], etc., which can lead to [[tantrum]]s from your now miserable dwarf.&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s screen ({{k|v}}-{{k|z}}-{{k|r}}), '''Husband''' or '''Wife''' tops the list, ranked even above their deity. Their children are at the top of the Relationships list, above the deity and below the spouse.&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their spouses noble status as well.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ambush&amp;diff=194252</id>
		<title>v0.34 Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ambush&amp;diff=194252"/>
		<updated>2013-11-18T22:33:57Z</updated>

		<summary type="html">&lt;p&gt;Trepach: Created page with &amp;quot;== Dwarven Ambush?! == A human and even a dwarf participates in this year's ambush. Each one in a different goblin squad. Last year there was only a human in the ambush squad ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarven Ambush?! ==&lt;br /&gt;
A human and even a dwarf participates in this year's ambush. Each one in a different goblin squad.&lt;br /&gt;
Last year there was only a human in the ambush squad but the archers shooting him showed red in the combat log.&lt;br /&gt;
When there was a human in the ambush I didnt make anyone angry and was even giving away valuable offerings to all. My version is 0.34.11 [[User:Trepach|Trepach]] ([[User talk:Trepach|talk]]) 22:33, 18 November 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&amp;diff=194223</id>
		<title>v0.34:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&amp;diff=194223"/>
		<updated>2013-11-17T18:32:01Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: All controllable civilizations are currently able to enter strange moods, though in earlier versions of DF the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything it needs.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can murder [[ghost]]s as well.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after his death.  If the murder is witnessed, the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls{{verify}}, or vermin remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult to obtain material for a strange mood, though they can be acquired more easily in DF2012 than in earlier versions. Previously, [[turtle]]s, [[mussel]]s, [[oyster]]s, [[cave lobster]]s, and certain [[titan]]s were the only source of shells. DF2012 adds several {{catlink|Shell|other creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. DF2012 also adds [[nautilus|another vermin fish]] that can serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them{{verify}}. If you should be fortunate enough to acquire some breeding shelled butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0;topicseen]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Requests for bones are actually requests for any kind of bone stacks, not individual bones.  Slaughter a puppy.  [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Main:Planepacked|Planepacked]] glitch.&lt;br /&gt;
* If a dwarf dies because of failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be.&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single legendary item will be created.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack] {{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*Moody metalworkers will demand their favorite type of metal as their artifact's primary material '''if''' you have smelted any bars of it - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use. If you have any [[adamantine]] wafers available, then they will demand that instead.&lt;br /&gt;
*Moody clothiers and weavers who have a preference for any type of plant fiber cloth, silk, or yarn will demand that generic type (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk). If you have any [[adamantine]] cloth available, then they will demand that instead.&lt;br /&gt;
*Moody glassmakers will demand their preferred type of glass, but only if you've actually produced some of it - if not, they will randomly select one type of glass you've produced. Acquiring raw glass from a caravan does '''not''' count as producing it.&lt;br /&gt;
*Moody bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
*Moody gem cutters and gem setters have a chance of only gathering a single rough gem and nothing else, producing a perfect gem with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts '''may''' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; '''cannot''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by another unit (off to [[jail]])&lt;br /&gt;
* Dragging another unit (leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]])&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
[[Weaponsmith]], [[Armorsmith]], [[Bowyer]], [[Leatherworker]], [[Clothier]], and [[Mechanic]] are the only skills that provide a uniquely beneficial item other than an extremely valuable trinket or piece of furniture.  Note that artifact furniture is useful for increasing [[room value]].&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask, any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Leggings, greaves, gauntlet, helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Leggings, gauntlet, helm, figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Crossbow, bow, blowgun&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf, bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm, any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance, and only include items your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s. Artifact crafts are currently useless, and artifact [[cage]]s should ''not'' be used to hold hostile creatures--due to a bug they can escape.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]], enough to make the creator totally ecstatic for several months, as well as granting the creator partial ''immunity to insanity'' - even if your fortress enters a [[tantrum]] spiral, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
== Possible Obstacles ==&lt;br /&gt;
* A suitable and accessible workshop must be present. For all other problems, the dwarf will stay inside the occupied workshop.&lt;br /&gt;
* Fortress may be lacking the current item in the wish list or all suitable items are forbidden. The moody dwarf will get them in a strict order.&lt;br /&gt;
* Watch for &amp;quot;Give To&amp;quot; and &amp;quot;Take From&amp;quot; orders for the occupied workshop and its linked stockpiles.&lt;br /&gt;
* If the dwarf is assigned to a burrow, the desired (types of)items must be inside that burrow.&lt;br /&gt;
* Due to the bone bug, a stack of bones is considered a single bone. A number of bone stacks equal or greater than the required bones are needed.&lt;br /&gt;
* Once magma forges are built, at least some dwarfs will no longer be satisfied with a regular forge. &lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Refuse&amp;diff=194222</id>
		<title>v0.34:Refuse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Refuse&amp;diff=194222"/>
		<updated>2013-11-17T17:54:24Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:RefuseStockpile.png|right|thumb|240px|A refuse stockpile of a dwarven fortress after a goblin siege. The pond turtle shells ({{Raw Tile|²|2:0}}) suggest that the fisherdwarves may have been the first victims of it.]]&lt;br /&gt;
&lt;br /&gt;
'''Refuse''' is everything which can be stored in the predefined refuse [[stockpile]] ({{k|p}}-{{k|r}}). Such stockpile will accept:&lt;br /&gt;
&lt;br /&gt;
* Corpses, bodyparts and bodily remains of [[creatures]] (heads, teeth)&lt;br /&gt;
* By-products of the [[meat industry| meat]] and [[fishing industry]] (bones, raw hide, raw fish)&lt;br /&gt;
* Things which are rotten (rotten food, rotten meals, rotten raw hide)&lt;br /&gt;
* Things the dwarves have no further use for (withered plants, [[Wear|tattered]] clothes)&lt;br /&gt;
&lt;br /&gt;
Clothes or armor in a stockpile with refuse enabled will cause them to wear out very quickly.&lt;br /&gt;
&amp;lt;br clear=left/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Uses for Refuse ==&lt;br /&gt;
Despite its name, many things considered a refuse translate into a valuable resource for dwarven industries — especially if you have [[Modding guide|modded]] the dwarven [[ethics]] so that you can butcher sapient creatures.&lt;br /&gt;
&lt;br /&gt;
=== Bolts and Crossbows ===&lt;br /&gt;
Many dwarven fortresses survived the early goblin [[ambush]]es and [[siege]]s because their [[bone carver]]s used [[bone]]s to make [[bolt]]s. Where trees are rare, bones can serve for making [[crossbow]]s as well.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Bones can be used to make bone [[armor]]. It is better than leather armor, although you cannot craft any bone breastplates, mailshirts or boots.&lt;br /&gt;
&lt;br /&gt;
=== Leather ===&lt;br /&gt;
Pieces of armor which cannot be crafted from bones and [[Equipment#Quivers|many]] [[Equipment#Backpacks|other]] [[DF2012:Flask|useful]] [[Armor#Shield|things]] can easily be made out of leather. Leather is made from [[skin|raw hides]] and raw hides are refuse. By the time you have butchered your first animal, you should have a [[Tanner's shop|tannery]] ready. The skin from butchered animals rots quickly and if you just started to butcher your numerous poultry and have a slow-working tanner, you better store raw hides in a refuse stockpile. When stored, they don't rot as quickly.&lt;br /&gt;
&lt;br /&gt;
=== Clothes ===&lt;br /&gt;
[[Shearer|Shearing]] sheep, llamas and alpacas is the very beginning of the dwarven wool industry. Their wool is more valuable than any plant fiber and is best stored in a customized refuse stockpile close to a [[farmer's workshop]] where it can be spun into [[yarn]]. The [[hair]] of other (butchered) creatures (e.g. horses or cows) can be spun into [[thread]], too, although such threads can only be used in [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
Many, many kinds of crafts can be made from refuse. If your masons and stonecrafters work so quickly that your miners have to mine out useless space just to supply them with stones, you should consider making more crafts from refuse and refuse-based products. The choice is yours:&lt;br /&gt;
&lt;br /&gt;
* yarn [[cloth]] crafts (yarn is made from wool which is refuse)&lt;br /&gt;
* [[leather]] crafts (leather is tanned from raw hide which is refuse)&lt;br /&gt;
* [[bone]] crafts&lt;br /&gt;
* [[shell]] crafts&lt;br /&gt;
* [[ivory]] crafts (teeth are considered ivory, too)&lt;br /&gt;
* [[horn]] crafts&lt;br /&gt;
&lt;br /&gt;
=== Totems ===&lt;br /&gt;
The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your bonecarver can use them to make [[totem]]s for which any caravan will pay you good money.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
The most valuable use for refuse is for [[decoration]]. The value of an item will multiply many times if it is skillfully decorated. Use bones, shells, ivory, and horns to decorate finished goods, clothes, or furniture. Use yarn cloth and leather (refuse-based products) to sew decorative images, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Refuse Stockpile ==&lt;br /&gt;
&lt;br /&gt;
A thriving refuse-fuelled industry requires many carefully set stockpiles. A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which only accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) has a few peculiarities. It can become the source of [[miasma]], if not set up properly. Under [[Surroundings#Evil|certain conditions]], a refuse stockpile may become a source of great [[Siege#Necromancer_sieges| Fun]], too. Therefore be advised to use customized [[stockpile settings]] instead and also be careful to avoid miasma and other potential [[undead|dangers]].&lt;br /&gt;
&lt;br /&gt;
=== Avoid Miasma ===&lt;br /&gt;
&lt;br /&gt;
Since the refuse includes rotten or rotting things, a refuse stockpile is best designated on tiles which are {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} (see [[tile attributes]]).&lt;br /&gt;
&lt;br /&gt;
Players prefer to place a refuse stockpile outside their cavern, usually a small distance from the entrance. Alternatively, you can also expose any part of your fortres's {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then cover them again with constructed floors or walls. Such tiles will become {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.&lt;br /&gt;
&lt;br /&gt;
=== Stack and Sell Tattered Clothes ===&lt;br /&gt;
&lt;br /&gt;
A fortress in its more advanced stages will be spammed by many tattered clothes. While some players choose to [[Dwarven atom smasher| atom smash]] them, others still sell them for profit to [[Trading#Caravans|caravans]] as they can be worth one to three quarters of their original value. To minimize the number of tiles needed to store your tattered clothes in a refuse stockpile, simply allow bins (with {{k|c}} or {{k|C}}) in the stockpile's building properties ({{k|q}}). Selling tattered clothes to the caravan is also a good way to solve the problem of legendary clothiers &amp;quot;suffering the travesty of art defacement&amp;quot; when their XX☼pig tail fiber socks☼XX decompose in a refuse stockpile. Note that actually leaving clothes or armor in a stockpile with refuse enabled will cause them to wear out very quickly, so if you do intend to sell these items, it would be wise to disable refuse on the stockpile once items are successfully added, since items on a stockpile tile will be considered a part of it no matter what the settings are.&lt;br /&gt;
&lt;br /&gt;
=== Gather Refuse From Outside ===&lt;br /&gt;
&lt;br /&gt;
Refuse stockpiles restricted to butcherable animal corpses, bodyparts, and fresh raw hides placed next to a [[butcher's shop]] or a [[Tanner's shop|tannery]] will save your butcher and tanner a lot of hauling time. A butcherable animal or bodyparts lying somewhere outside your fortress will be ignored by default unless you order your dwarves to gather refuse from outside. You can set it up in the [[standing orders]] ({{k|o}}-{{k|r}}-{{k|o}}).&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Item_quality&amp;diff=194143</id>
		<title>v0.34:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Item_quality&amp;diff=194143"/>
		<updated>2013-11-10T11:43:46Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Quality grades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:42, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[Room]] quality|[[Room#Quality|Room]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[Dwarf_Fortress_Wiki:Quality|DFWiki:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]] but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above standard, the item name is bracketed by characters that show it (see table below).&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[block]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels.&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
[[Decoration]]s have quality levels, too. An item of any quality (except [[artifact]]s) can have a decoration of any quality. (There are no artifact quality decorations.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]].  That is, if there's a no-quality statue and a masterwork statue which have the exact same monetary value, they'll each give the same amount of happiness when admired (assuming the dwarves have no [[Preferences | preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Item_quality&amp;diff=194142</id>
		<title>v0.34 Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Item_quality&amp;diff=194142"/>
		<updated>2013-11-10T11:39:11Z</updated>

		<summary type="html">&lt;p&gt;Trepach: Drinks quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drinks are crafted items but looks like they have no quality at all. [[User:Trepach|Trepach]] ([[User talk:Trepach|talk]]) 11:39, 10 November 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=194140</id>
		<title>v0.34:Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=194140"/>
		<updated>2013-11-10T11:15:22Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Sparring and demonstrations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.  For information on training animals, see [[Animal trainer]].  For information on training attributes, see [[Cross-training]].''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Training is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from solo practice to direct instruction to sparring to actual (controlled) combats.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the military screen, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to train. Instead, you need to [[schedule]] his or her squad to train.  This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery the [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
#Define a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
&lt;br /&gt;
==Sparring and demonstrations==&lt;br /&gt;
Sparring is a form of non-lethal practice melee [[combat]] performed by two members of a [[squad]]. If a [[champion]] is present in the squad,more than 2 dwarfs may spar with each-other. Sparring is a mostly safe way to get experienced soldiers. If you are training the wrestling skill, giving your soldiers a helm and body armor is advised.&lt;br /&gt;
&lt;br /&gt;
Demonstrations are teaching sessions, organized by one dwarf, led by another dwarf (teacher), and observed by one or more other dwarves (student). Demonstrations tend to confer skill increases much more slowly than sparring, particularly with low teacher, student and organizer skills.&lt;br /&gt;
&lt;br /&gt;
It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training.  Both dwarves should have the same weapon, to minimize useless cross-weapon teaching.  However, sparring management is still a poorly understood science.&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your soldiers will continue to do jobs outside the military if they don't have a place to spar or an active schedule.&lt;br /&gt;
&lt;br /&gt;
However, [[Personality_trait|Motivated]]{{verify}} dwarves will also conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
* the dwarf is not on break&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves are very unlikely to hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain wrestling move(s), namely throwing. A thrown dwarf will skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your wrestlers wear helmets.{{verify}} &amp;lt;!-- Verify if helmets help protect them from skidding damage--&amp;gt;  Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert tells the full squad to train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
* [[Danger room]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=194138</id>
		<title>v0.34:Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=194138"/>
		<updated>2013-11-10T10:37:03Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Sparring and demonstrations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.  For information on training animals, see [[Animal trainer]].  For information on training attributes, see [[Cross-training]].''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Training is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from solo practice to direct instruction to sparring to actual (controlled) combats.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the military screen, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to train. Instead, you need to [[schedule]] his or her squad to train.  This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery the [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
#Define a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
&lt;br /&gt;
==Sparring and demonstrations==&lt;br /&gt;
Sparring is a form of non-lethal practice melee [[combat]] performed by two members of a [[squad]]. If a [[champion]] is present in the squad,more than 2 dwarfs may spar with each-other. Sparring is a mostly safe way to get experienced soldiers. If you are training the wrestling skill, giving your soldiers a helm and body armor is advised.&lt;br /&gt;
&lt;br /&gt;
Demonstrations are teaching sessions, organized by one dwarf, led by another dwarf (teacher), and observed by one or more other dwarves (student). Demonstrations tend to confer skill increases much more slowly than sparring, particularly with low teacher, student and organizer skills.&lt;br /&gt;
&lt;br /&gt;
It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training.  Both dwarves should have the same weapon, to minimize useless cross-weapon teaching.  However, sparring management is still a poorly understood science.&lt;br /&gt;
&lt;br /&gt;
Building a training room and designating a squad to train in it will make squad members train there instead of going idle but will never spar/organize. In order to make them spar/organize you need to activate the said squad. Either via the {{k|s}} menu and then hitting {{k|t}}; or by the {{k|m}}-{{k|a}} menu.&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your soldiers will continue to do jobs outside the military if they don't have a place to spar or an active schedule.&lt;br /&gt;
&lt;br /&gt;
However, [[Personality_trait|Motivated]]{{verify}} dwarves will also conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
* the dwarf is not on break&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves are very unlikely to hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain wrestling move(s), namely throwing. A thrown dwarf will skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your wrestlers wear helmets.{{verify}} &amp;lt;!-- Verify if helmets help protect them from skidding damage--&amp;gt;  Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert tells the full squad to train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
* [[Danger room]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=194102</id>
		<title>v0.34:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=194102"/>
		<updated>2013-11-09T22:34:39Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Issues with Archery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[Crossbow]]s and bows train the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. {{Bug|535}}  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}&lt;br /&gt;
* If archers dont equip ammo a remedy may be lowering their dedicated ammo counts. This is done by going into military screen: {{k|m}}, ammunition: {{k|f}} and lowering ammo counts for all squads by pressing NUM MINUS. 50 bolts are more than enough.&lt;br /&gt;
* If an archery target is enabled to training a squad but no one of the squad is willing to use it, you can encourage them by disabling all their labors and stationing them near the target. When they come close, remove the &amp;quot;station&amp;quot; order. This issue happens more often to untrained archers.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bolt&amp;diff=194092</id>
		<title>v0.34:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bolt&amp;diff=194092"/>
		<updated>2013-11-09T18:04:09Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:10, 19 April 2013 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolts are a type of [[ammunition]] used by [[crossbow]]s. They can be made from either [[wood]], [[bone]], or weapons-grade [[metal]]s. As with all non-siege ammo, hunting and military dwarves must be equipped with [[quiver]]s to be able to carry bolts around for shooting.&lt;br /&gt;
&lt;br /&gt;
Wooden and bone bolts are produced in a [[Craftsdwarf's workshop]] by a [[Wood crafter|Wood Crafter]] or a [[Bone carver|Bone Carver]], respectively. Each job will produce a stack of 25 wooden bolts from a single log, or a stack of 5 bone bolts taking a single bone from a stack. Metal bolts require [[Weaponsmith|Weapon''smithing'']] (not Metal''crafting'') and a [[Metalsmith's forge]] or [[Magma forge]], creating a stack of 25 bolts from a single metal bar.&lt;br /&gt;
&lt;br /&gt;
When fired, bolts have a chance of shattering on impact or bouncing off onto the ground as free-laying items. However, they are immediately [[forbidden]] after being fired (to prevent &amp;lt;s&amp;gt;suicidal&amp;lt;/s&amp;gt; hauling dwarves from running into active battlefields), and have to be [[reclaim]]ed by the player, either directly or from the [[stocks]] screen.&lt;br /&gt;
&lt;br /&gt;
Given that bolts are a projectile weapon, their weight influences their effectiveness (higher weight means higher inertia, making them harder to deflect). Tests show that where even masterwork wooden bolts bounce harmlessly off copper armor, iron bolts pierce without any issue. Bone bolts are significantly better than wood, but metal bolts are still recommended for military use [http://www.bay12forums.com/smf/index.php?topic=116151.0]. [[Adamantine]] bolts are effective despite their low density - it is offset by their superior sharpness/hardness (see [[Weapon#Material|weapon materials]]), which allows adamantine bolts to tear through all metal armors, with the notable exception of adamantine armor itself. When pitted against itself, the low-density adamantine bolts deflect 99.99% of the time. As comparison, bolts made out of non-adamantine metals fired at armor of equal or superior hardness do not deflect and simply deal converted blunt damage instead of edge damage.&lt;br /&gt;
&lt;br /&gt;
==Masterwork Bolts==&lt;br /&gt;
As with other items, high-skill dwarves can make masterwork-[[Item quality|quality]] bolts.  While they don't care if the bolts are fired and shatter on impact, they do get [[thought|upset]] if a bolt gets carried off the map - say by a retreating enemy with the bolt stuck in him.&lt;br /&gt;
&lt;br /&gt;
The simplest remedy for this is to simply '''make more bolts''' - a dwarf who has produced hundreds of masterwork bolts will be more annoyed by [[fly|flies]] than the loss of a masterwork. This is because the happiness penalty for the loss of a masterwork is divided by the number of remaining masterwork items made by that dwarf (see [[List of Dwarven Thoughts]] for more information).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Adamantine armor seems to be less effective than even copper against bolts in this release.  Copper and steel armor both deflect 98% of pine bolts, while adamantine only deflects 58%. Metal bolts appear not to ever be deflected by any armor, but testing is ongoing. {{bug|5516}} &lt;br /&gt;
&lt;br /&gt;
* Bone bolts are not advisable for weapon traps as only a stack of 5 will be stored per crossbow, making frequent restocking necessary.&lt;br /&gt;
&lt;br /&gt;
It is largely unclear what of the above constitutes a bug and what is intended behaviour.&lt;br /&gt;
&lt;br /&gt;
* Sometimes dwarves refuse to pick up stockpiled ammo. Especially if you have been hauling used ammo back to your bins. Solution: craft new bolts. [http://www.reddit.com/r/dwarffortress/comments/13323y/help_dwarves_not_picking_up_ammo_is_driving_me/ Reddit post Help! ''Dwarves not picking up ammo is driving me nuts'']. Workaround is to dedicate less ammo for each dwarf so there should be enough for everyone: {{k|m}},{{k|f}}, use NUM MINUS to decrease dedicated ammo for each squad. 50 is more than enough.&lt;br /&gt;
&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
&lt;br /&gt;
*Masterwork bolts cause unhappy thoughts when they get carried off the map or melted down{{bug|3169}}. The solution to this is to make more bolts, since the unhappy thought caused by &amp;quot;art defacement&amp;quot; becomes less significant the more masterpieces a dwarf has produced.&lt;br /&gt;
&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:item_ammo.txt|ITEM_AMMO|ITEM_AMMO_BOLTS}}}}&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Decoration&amp;diff=194084</id>
		<title>v0.34:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Decoration&amp;diff=194084"/>
		<updated>2013-11-09T13:46:26Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:36, 14 June 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly adds to their value for [[trade]] and other purposes by adding another material to the base item. Decorating with a material already present in the object, whether as its base or as an earlier decoration, is not possible. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]], separate from the item itself. When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decoration quality is shown outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration the quality level of the best one is shown.&lt;br /&gt;
&lt;br /&gt;
There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul &amp;quot;menaces with spikes of steel.&amp;quot; Adding decorations to an item does not increase its weight; this may be a bug. Decorations on &amp;quot;grey&amp;quot; items (with brackets) that were gained in battle, stolen from or traded with a [[caravan]], certify the product as &amp;quot;home-made&amp;quot; (brown), and make it count for your exports.&lt;br /&gt;
&lt;br /&gt;
You can specify the type(crafts, furniture or ammo) but cannot pick a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object (yes, that will ''always'' be a barrel). With the addition of linked [[stockpile]]s, it is possible to set up a stockpile that will lend its contents to beautification; this sounds easy and nifty but isn't; it's a pain to set up and keep track of. In the past, locking all the desired content up, including the workshop and misbehaving dwarf, was the way to go. This still works.&lt;br /&gt;
&lt;br /&gt;
The different civilisations have different tastes when it comes to decorations and consequently may offer (or ask for) more or less than the item value shown on the item information screen. [[Hippies|Elves]] dislike spikes and will not adorn their own items with them, and will also refuse to offer anything for the decoration. On the other hand, they will estimate a decoration depicting a [[tree]] at twice its normal value, because elves like trees so much. These modifiers only affect the value of the decorations themselves, not of the base item. They also only affect values when trading with visiting [[Trading|Merchants]], the fortress-internal value ratings are unaffected by such preferences. Most of the modifiers are regulated by entries in the entity_default [[Raw file]]. &lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell, &lt;br /&gt;
:  At a [[craftsdwarf's workshop]], objects can be decorated with [[bone]], [[hoof]], [[ivory]] or [[tooth]], [[pearl]], and [[shell]]. Requires [[bone carving]].  You cannot choose what kind of object to decorate.  Decorating with bone uses up a whole stack of bones. {{Bug|2011}}&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  At a [[jeweler's workshop]], objects can be encrusted with [[Gem|cut gem]]s (including cut glass or cut stones). You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]].&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a [[metalsmith's forge]], objects can be studded with various metals. Requires [[metalcrafting]], but '''does not''' require [[fuel]].&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a [[clothier's shop]], [[cloth]] images (plant fiber, silk and yarn) can be sewn onto clothing items (including leather armor) and bags. Requires [[clothier|clothesmaking]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a [[leather works]], leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leatherworking]].&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Decoration'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Furniture'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Clothing'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Armor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Weapons'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Ammo'''&lt;br /&gt;
|-&lt;br /&gt;
| Bone, Hoof, Ivory or tooth, Pearl, Shell || {{Y}} || {{Y}} || {{Y}} || {{Y}} || || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Gem || {{Y}} || {{Y}} || {{Y}} || {{N}} || {{N}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Metal studs || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || {{Y}} (bags) || {{N}} || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
| Leather || {{Y}} (bags) || {{N}} || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Decorating with bone, horn or hoof uses up the entire remaining stack instead of just one item.{{bug|2011}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=194065</id>
		<title>v0.34:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=194065"/>
		<updated>2013-11-08T19:26:46Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Creature containment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
:''For information on cage traps, see [[Trap#Cage_Trap|traps]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, [[zoo]]s, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live vermin [[fish]], an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile. Dwarves will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarves haul {{k|a}}nimals option is set.&lt;br /&gt;
&lt;br /&gt;
To set a pile to accept ''only'' empty cages, set up an animal pile (or a custom pile) and in its settings {{k|b}}lock all and use {{k|u}} to enable empty cages. Similarly, to block empty cages, use {{k|u}} to disable them. ({{k|j}} toggles [[animal trap]]s.)&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can then either build them on a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a tame animal to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can choose a cage that already has something inside. To precisely select which cage to use, you can expand the list of cages with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a (built) cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage.  Note that tame grazing creatures will starve if left in cages, though pet owners may feed their pets. Instead of caging grazers, assign them to a [[zone|pasture]] that has plenty of tasty [[grass]] and/or [[cave moss]].&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is apparently possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand [[cat]]s, and whatever else is on hand, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures from (built) cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k|b}}-{{k|j}} to build cages, and {{k|x}} to be sure to get the right cage), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a creature is male or female, which is useful if you are preparing a breeding program.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature back in a stock cage.  To explicitly release an animal, instead &amp;quot;pull&amp;quot; the animal somewhere else: either assign the animal to a [[pit]] (which could simply be a hillside outside your fortress), or a pasture.  This has the benefit of making it clear where the animal is being released.  However keep in mind the dwarf will uncage the animal first and then lead it to the release, so large/dangerous animals may escape en route.  Consider using the [[dump]] command to move the cage before release, or assign the animal stockpile next to the pit/pasture.&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
[[Breeding]] creatures are unable to get pregnant if caged.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
If you want your prisoners to survive their sentences, it is strongly recommended '''not''' to use cages but [[rope|chains or ropes]] for your prisons, with drink and food placed directly adjacent to the chains. Caged dwarves must be given water and drink by others, and the required jobs are almost never generated. Dwarves caged in the name of justice will ''normally'' die of thirst or starvation, due to a bug preventing prisoner care jobs from being queued up in many cases {{Bug|2606}}.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice. When a hauler takes the cage, any untameable creatures inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
A way to release creatures from stockpiled cages (which have not been built) is to assign the creatures to a [[pasture]] (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested (yet)&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed [[vermin]], in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
&lt;br /&gt;
Note that only tamed animals can be traded safely. The dwarf assigned to hauling a container will look through its contents and chuck out anything that can't be traded. In the case of cages, this means anything sentient - including such nasties as [[cyclops|cyclopes]].{{Bug|4065}} Letting such monsters loose in the middle of your fort is good [[fun]].&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|d}}-{{K|b}}-{{K|c}} to claim and {{K|d}}-{{K|b}}-{{K|d}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, hit {{K|k}}, and go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves. You will need a [[DF2012:Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to to reuse the items, you need only to designate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} order set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|d}}-{{K|b}}-{{K|f}} and mass dump {{K|d}}-{{K|b}}-{{K|d}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|z}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|d}}-{{K|b}}-{{K|c}} and mass undump {{K|d}}-{{K|b}}-{{K|D}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice;  they will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
&lt;br /&gt;
=== Emptying refuse ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Animals that expire in a cage (built in a [[zoo]], or just sitting in an animal stockpile) also clutter up the cage until removed. If the cage is unbuilt and the animal is [[butcher]]able, your dwarves may haul the animal, cage included, to the butcher shop for processing. If not, you will need to manually clean the cage by dumping the corpse and any other items.&lt;br /&gt;
&lt;br /&gt;
Marking refuse for dumping can be done by pressing {{k|k}} for an unbuilt cage ({{k|t}} for a built cage), then selecting the cage and pressing {{k|Enter}}, then selecting the item and pressing {{k|Enter}} again, and finally pressing {{k|d}} to mark the item (rather than the cage) for dumping.  Or if there is a lot of refuse, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
* When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
* Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
* Placing a vermin fish in an aquarium can cause [[purring maggot]]s to become unmilkable. {{Bug|6116}}&lt;br /&gt;
* Creatures escape from Artifact traps/cages. {{bug|6117}}&lt;br /&gt;
* Dwarves caged in the name of justice will often die of thirst or starvation, due to prisoner care jobs not being queued up in many cases {{Bug|2606}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hatch_cover&amp;diff=194028</id>
		<title>v0.34:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hatch_cover&amp;diff=194028"/>
		<updated>2013-11-06T20:25:19Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:35, 22 October 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
A '''hatch cover''' (also called a '''floor hatch''' or just '''hatch''') is, in effect, a [[door]], but controlling the passage between Z-levels instead of along the same Z-level. They can be placed over downward [[stairs]] or [[ramp]] or open space, as long as they are supported by an adjacent floor tile.&lt;br /&gt;
&lt;br /&gt;
Like doors, they can be linked with mechanisms, locked, or kept tightly closed to keep out water, pets and foes alike.  They can be set as internal, but as [[room]]s cannot occupy multiple Z-levels, this has no effect at this time.&lt;br /&gt;
&lt;br /&gt;
When closed, hatches appear as {{Raw Tile|¢|0:7:1}} and are not visible when open. A hatch cover's color is determined by the [[material]] it is made from.&lt;br /&gt;
&lt;br /&gt;
As [[building destroyer]]s can only destroy buildings on other z-levels under [[Building destroyer#Destroying from underneath|certain conditions]], hatch covers can be quite effective at keeping out enemies if used properly.&lt;br /&gt;
&lt;br /&gt;
They can be constructed from a [[Mason's workshop]], [[Metalsmith's forge]], [[Carpenter's workshop]], or [[Glass furnace]] from [[stone]], [[metal]], [[wood]], or [[glass]] respectively. Once {{k|b}}uilt, they may be placed with {{k|H}}.&lt;br /&gt;
&lt;br /&gt;
A dwarf falling down stairs will be stopped by a closed floor hatch.&lt;br /&gt;
&lt;br /&gt;
Using a hatch cover, a garbage dump can be designed to drop items on the same Z level as the dwarf doing the dumping, thus removing risk of falling items causing injuries. This is done by channeling one square, and then constructing the hatch over the hole.  Designate a dump zone over the hatch, and haulers will neglect to open the hatch, leaving the hauled items on the floor nearby instead.&lt;br /&gt;
&lt;br /&gt;
It is currently impossible to descend through a hatch cover in adventure mode, so remove them ahead of time if you plan to revisit your abandoned fortress.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=193879</id>
		<title>v0.34:Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=193879"/>
		<updated>2013-11-01T23:38:31Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Sparring and demonstrations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.  For information on training animals, see [[Animal trainer]].  For information on training attributes, see [[Cross-training]].''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Training is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from solo practice to direct instruction to sparring to actual (controlled) combats.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the military screen, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to train. Instead, you need to [[schedule]] his or her squad to train.  This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery the [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
#Define a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
&lt;br /&gt;
==Sparring and demonstrations==&lt;br /&gt;
Sparring is a form of non-lethal practice melee [[combat]] performed by two members of a [[squad]]. Sparring is a mostly safe way to get experienced soldiers. If you are training the wrestling skill, giving your soldiers a helm and body armor is advised.&lt;br /&gt;
&lt;br /&gt;
Demonstrations are teaching sessions, organized by one dwarf, led by another dwarf (teacher), and observed by one or more other dwarves (student). Demonstrations tend to confer skill increases much more slowly than sparring, particularly with low teacher, student and organizer skills.&lt;br /&gt;
&lt;br /&gt;
It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2(or 3)-dwarf squads for training.  Both dwarves should have the same weapon, to minimize useless cross-weapon teaching.  However, sparring management is still a poorly understood science.&lt;br /&gt;
&lt;br /&gt;
Building a training room and designating a squad to train in it will make squad members train there instead of going idle but will never spar/organize. In order to make them spar/organize you need to activate the said squad. Either via the [S] menu and then hitting &amp;quot;T&amp;quot;; or by the [M],[A] menu.&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your soldiers will continue to do jobs outside the military if they don't have a place to spar or an active schedule.&lt;br /&gt;
&lt;br /&gt;
However, [[Personality_trait|Motivated]]{{verify}} dwarves will also conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
* the dwarf is not on break&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves are very unlikely to hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain wrestling move(s), namely throwing. A thrown dwarf will skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your wrestlers wear helmets.{{verify}} &amp;lt;!-- Verify if helmets help protect them from skidding damage--&amp;gt;  Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert tells the full squad to train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
* [[Danger room]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=193878</id>
		<title>v0.34:Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=193878"/>
		<updated>2013-11-01T23:32:58Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Sparring and demonstrations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.  For information on training animals, see [[Animal trainer]].  For information on training attributes, see [[Cross-training]].''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Training is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from solo practice to direct instruction to sparring to actual (controlled) combats.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the military screen, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to train. Instead, you need to [[schedule]] his or her squad to train.  This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery the [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
#Define a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
&lt;br /&gt;
==Sparring and demonstrations==&lt;br /&gt;
Sparring is a form of non-lethal practice melee [[combat]] performed by two members of a [[squad]]. Sparring is a mostly safe way to get experienced soldiers. If you are training the wrestling skill, giving your soldiers a helm and body armor is advised.&lt;br /&gt;
&lt;br /&gt;
Demonstrations are teaching sessions, organized by one dwarf, led by another dwarf (teacher), and observed by one or more other dwarves (student). Demonstrations tend to confer skill increases much more slowly than sparring, particularly with low teacher, student and organizer skills.&lt;br /&gt;
&lt;br /&gt;
It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2(or 3)-dwarf squads for training.  Both dwarves should have the same weapon, to minimize useless cross-weapon teaching.  However, sparring management is still a poorly understood science.&lt;br /&gt;
&lt;br /&gt;
Building a training room and designating a squad to train in it will make squad members train there instead of going idle but will never spar. In order to make them spar you need to activate the said squad. Either via the [S] menu and then hitting &amp;quot;T&amp;quot;; or by the [M],[A] menu.&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your soldiers will continue to do jobs outside the military if they don't have a place to spar or an active schedule.&lt;br /&gt;
&lt;br /&gt;
However, [[Personality_trait|Motivated]]{{verify}} dwarves will also conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
* the dwarf is not on break&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves are very unlikely to hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain wrestling move(s), namely throwing. A thrown dwarf will skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your wrestlers wear helmets.{{verify}} &amp;lt;!-- Verify if helmets help protect them from skidding damage--&amp;gt;  Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert tells the full squad to train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
* [[Danger room]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Equipment&amp;diff=179755</id>
		<title>v0.34 Talk:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Equipment&amp;diff=179755"/>
		<updated>2012-12-29T19:10:12Z</updated>

		<summary type="html">&lt;p&gt;Trepach: Created page with &amp;quot;=Using Quivers= How can I use the mentioned &amp;quot;{{k|put}} command&amp;quot;? -~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Using Quivers=&lt;br /&gt;
How can I use the mentioned &amp;quot;{{k|put}} command&amp;quot;? -[[User:Trepach|Trepach]] 19:10, 29 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Floor_hatch&amp;diff=170090</id>
		<title>v0.34:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Floor_hatch&amp;diff=170090"/>
		<updated>2012-04-17T11:55:19Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floor hatch''' is, in effect, a [[door]], but controlling the passage of Z-levels instead of along the same Z-level.  Floor hatches are placed on Open space near a floor, or on [[Stairs]] down, or on a Downward [[ramp]].  They have most if not all properties of a regular door, including ability to be controlled through [[mechanisms]] and locking by forbidding. Does not delay when triggered mechanically.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=159405</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=159405"/>
		<updated>2012-01-13T17:32:42Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. &lt;br /&gt;
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)&lt;br /&gt;
::Had one of those indestructible titans today as well.  Just a shell and a body, made out of mud, evidently.  On the upside, it kept my goblin seigers occupied for 3 months (until they got bored and left), more than enough time to build a collapsible pit trap and drop it in a hole.  Now, if I can get my dwarfs to stop freaking out within 20 tiles of it, I can hopefully seal it up and call it a day. --[[Special:Contributions/98.185.244.59|98.185.244.59]] 23:09, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had an Indestructible forgotten beast myself. This one was made of mud... Mud with wings. It excreted a paralysing vapour. I had 2 legendary swordsdwarves and 2 legendary axedwarves hacking it for some time. It only had one body piece besides the wings. It just wouldnt die. Glob quit are me. A previous fortress found a mauve crab that breathed fire. Gotta love the random gen. &lt;br /&gt;
:I ran into a similar one; it was just a blob of snow with a pair of wings.  I think it got bored or something, because after awhile it disappeared from the units list.  Can Forgotten Beasts wander off the edge of the map and disappear like any other creature? --[[User:JonTheRed|JonTheRed]] 16:39, 26 June 2010 (UTC)&lt;br /&gt;
::More likely it just wandered to undiscovered part of caverns. Don't worry, when you'll show some activity at that cavern, it'll come back, hehe... Web collectors are perfect for that. =) [[User:Peregarrett|Peregarrett]] 06:33, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got two beast wandering at the caverns. First one was made of vomit, and first thing it did when appeared - ran to the bunch of batmen - 5 blowgunners and an elite wrestler. It was funny to watch them. Batmen (i think it was wrestler's work) injured '''all''' beast's body parts to red condition, all limbs were broke open. But somehow the beast killed all of them. Now it wanders at the darkness, all broken and unhappy. That's good that cavern is isolated from our domain&amp;lt;br /&amp;gt;&lt;br /&gt;
Second one passed cage traps and destroyed hatch hover that was closing the passage down to the caverns. I hardly had time to build a floor above the stairs closely to the fortress itself. Pheeewww... --[[User:Peregarrett|Peregarrett]] 14:17, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a beast in my caverns. I tried to attack it with several full armored soldiers, it minced them apart. I reloaded, sealed the cave and it got killed by a miserable snakeman naked and armed with a wooden spear and a blowgun... --[[Special:Contributions/79.3.172.1|79.3.172.1]] 09:30, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Few days ago I generated a world, started up adventure mode and chose forgotten beast as race.. The game immediately crashed and I restarted it and decided to play DF instead (with the genned world), chose Play Now, and now for some reason all my units are forgotten beasts xD&lt;br /&gt;
The screen is being spammed with &amp;quot;Urist McForgottenBeast, peasant cancels Pickup equipment: Too injured&amp;quot; probably because they don't have any arms..&lt;br /&gt;
Hilarious but can't do anything with them xD &lt;br /&gt;
I haven't reported it to bugtracker though.. --[[Special:Contributions/84.245.25.61|84.245.25.61]] 20:46, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
ONE Forgotten Beast may showup when you reclaim a fortress? ONE? I had at least half a dozen show up on one large reclaim I had. The 1st showed up instantly, I had 4 on the map before the 1st migrant wave came. I just gave up when 7 or 8 arrived. Well, some were Titans, but same thing.&lt;br /&gt;
&lt;br /&gt;
If FBs are immune to traps, do they trigger pressure plates? Or maybe destroy them? Since at the current version(.35) archers are bugged, I'm thinking of replacing them with balistas with pressure plates. Will they work? [[User:Trepach|Trepach]] 17:32, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;br /&gt;
:There are some circumstances making creatures quite immune.&lt;br /&gt;
:A [[blizzard man]] for example will be hurt by magma, fire and dragonfire, (skin and fat will be destroyed) but will not die. I think it has something to do with its temperature. --[[User:Kami|Kami]] 14:46, 20 April 2010 (UTC)&lt;br /&gt;
:I had one made of snow - dispatched it quite easily with 'training swords'. Snow is weak to severs, apparently.--[[User:Zombiejustice|Zombiejustice]] 14:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worldgen parameter ==&lt;br /&gt;
&lt;br /&gt;
The article says that there's a worldgen parameter that changes the number of forgotten beasts.  Is this one of the cave-related options?  Changing &amp;quot;Titan number&amp;quot; and &amp;quot;Number of Demon Types&amp;quot; to zero didn't get rid of Forgotten Beasts; is this a bug? -- [[Special:Contributions/141.154.159.229|141.154.159.229]] 16:34, 21 April 2010 (UTC)&lt;br /&gt;
: I guess it's the number of mountain caves for outdoor titans and megabeasts. Read the &amp;quot;exported&amp;quot; regionXX-world_sites_and_pops.txt.  --[[User:TomiTapio|TomiTapio]] 20:59, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common properties ==&lt;br /&gt;
&lt;br /&gt;
It's possible to extract the raws for all of the forgotten beasts, titans, and demons out of the &amp;quot;world&amp;quot; file for the region. I've written a short PHP script which seems to work reasonably well on uncompressed regions with no active saves - see my user page. --[[User:Quietust|Quietust]] 21:24, 23 April 2010 (UTC)&lt;br /&gt;
:Based on a sample size of 75 forgotten beasts (extracted from a single world), forgotten beasts appear to all have the following properties:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
Either [BIOME:SUBTERRANEAN_CHASM] or [BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[SWIM_SPEED:2500]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:Given these properties, it would appear to be utterly impossible to capture one in a cage (as was possible in 40d with frog demons and tentacle demons by using cave-in dust to knock them unconscious). --[[User:Quietust|Quietust]] 19:38, 26 April 2010 (UTC)&lt;br /&gt;
::If that are the raws of forgotten beasts, there is a [GENERATED] tag. Does that mean.... I can make a species with that tag? ''Niggy grins evil'' EDIT: Nope does not work :/ the [GENERATED] tag doesn't do anything.  --[[User:Niggy|Niggy]] 18:01, 14 June 2010 (UTC)&lt;br /&gt;
:::It's just silly that vanilla megabeasts can be cagetrapped. --[[User:TomiTapio|TomiTapio]] 20:59, 15 July 2010 (UTC)&lt;br /&gt;
::::I had one stand on a cage trap in order to destroy the workshop right next to the cage trap.  The trap was never triggered.  I took it out with marksdwarves. (I had heard a rumor that cage traps would capture them, but I had also heard that they don't trigger traps.  Had to see for myself.) -[[User:Greycat|Greycat]] 23:06, 29 August 2010 (UTC)&lt;br /&gt;
:I was just looking in my world.dat, wondering if anybody else had noticed the commonalities.  Other things I notice is that all combat skills are at level 6, and that all syndromes have SEV:100 and PROB:100.  Secretions, dust, etc seem to fall into liquid, gas, or solid categories; gaseous secretions melt at 9800 and boil at 9900; solid secretions melt at 10200 and boil at 10400.  Not sure about liquid.  This is just from noodling around within the .dat of one world.  However, I see that some of my FBs lack BUILDINGDESTROYER, which is probably a recent development.  Any counterexamples to the commonalities I see?[[Special:Contributions/98.203.173.56|98.203.173.56]] 04:19, 8 August 2011 (UTC) &lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to either mod or edit the properties of Forgotten Beasts (eg, adding new types or new qualities) in the raws, or is it hard-coded into the game?&lt;br /&gt;
--[[Special:Contributions/121.44.11.37|121.44.11.37]] 06:22, 2 May 2010 (UTC)&lt;br /&gt;
:Actually, no. But it would be awesome to give forgotten beasts genders and making them able to cage and tameable. God, now I want to make a giant snail with huge wings that fizzles that spits poison farm. --[[User:Niggy|Niggy]] 20:15, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fire beast in water ==&lt;br /&gt;
&lt;br /&gt;
I think a similar beast is already brought up on this page, but I got a fire beast to appear in my underground lake. It came from off of the explored part of the lake, and immediately began converting it to steam. I'd love to know if it was destroying water off-screen (but I sadly did not know to check for changing water levels.) It would be interesting to see if DF treats off-screen stuff like this differently. I left my beast for a while and when I came back I found him stuck in a dry section, with trees blocking the water from getting in, and the beast from getting out. My theory is that he swam over one of the trees, and then got rid of the water on the trees, trapping himself between them. Can creatures swim over trees that grow under water-filled squares?&lt;br /&gt;
&lt;br /&gt;
EDIT: Just looked at my beast, and it turns out he has wings. Also, I forgot to do this:--[[User:Peglegpenguin|Peglegpenguin]] 21:46, 24 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No longer enraged ==&lt;br /&gt;
&lt;br /&gt;
I just got the message &amp;quot;Thefin Tomoicmi, Forgotten Beast is no longer enraged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I confess I hadn't released that it previously ''was'' enraged: it spawned a couple of years ago in the cavern I'd stumbled upon and then closed up, and it has been stomping around there ever since. I just assumed stomping was its thing.&lt;br /&gt;
&lt;br /&gt;
So what does it mean? Has Thefin been trying desperately to find a way to my dwarves all this time, and now has calmed down enough that it will no longer bother? Do all FBs start off enraged, and then calm down later? [[User:Hv|Hv]] 12:37, 4 October 2010 (UTC)&lt;br /&gt;
:'Enraged' means that the forgotten beast was probably fighting something and went into a berserk fury. Most (all?) animals including goblins will do that, with the exception of dwarves who go into martial trances. Theoretically, enraged enemies hit harder while the fury lasts, while martial trances increase combat prowess by an absurd amount. Don't try to make friends with the FB.[[User:JohnnyMadhouse|JohnnyMadhouse]] 13:47, 4 October 2010 (UTC)&lt;br /&gt;
:: I heard that martial trance just allows to ignore a number of slowing and weakening effects while it lasts. Like Pain, Winded, Exerted, maybe Stunned. Normally each non-positive status effect (for combat calculations only Enraged is positive) cumulatively slows the creature down.--[[User:Another|Another]] 14:19, 4 October 2010 (UTC)&lt;br /&gt;
:::Check your corpses listing in your z-stocks screen.  You might find new dead members of an underground civ off your known map of the caverns.  I've noticed, in my current fortress, every time I'm getting that message, there's a new dead antman or antwoman.  I know where they lived, now anyways.--[[User:Fancy Admiral|Fancy Admiral]] 18:15, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Grime and Filth beasts==&lt;br /&gt;
The article gives an impression that forgotten beasts made of grime and filth might be hard to kill. The thing is, one of my dwarves (Adequate in almost all military skills) single-handedly defeated such FB BY THROWING IT AGAINST A WALL. Maybe crashing into an obstacle is their only weakness?&lt;br /&gt;
&lt;br /&gt;
==Deadly Webs==&lt;br /&gt;
As far as I know, all the FBs with &amp;quot;deadly webs&amp;quot; don't produce webs at all. I was hoping they would produce webs.....Forgotten Beast Silk sounds cool. Is this another bug? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 03:57, 10 May 2011 (UTC)&lt;br /&gt;
:Yes, [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3149 it's a bug] - specifically, it's a syntax error in their generated raws (&amp;quot;[WEBBER]&amp;quot; instead of &amp;quot;[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE] [WEBBER:LOCAL_CREATURE_MAT:SILK]&amp;quot;). --[[User:Quietust|Quietust]] 12:46, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Building Destroyers==&lt;br /&gt;
It says that all of FB's appear to be building destroyers. Mine was not. I had a forbidden door separeting it from the rest of my fortress, and it just stood behind it for a few months. Then I just decided to confront it. Would a door hold it for so long if it was a building destroyer ? --[[User:Pirate|Pirate]] 01:58, 6 November 2010 (UTC)&lt;br /&gt;
:By any chance was the door an artifact? --[[User:Quietust|Quietust]] 00:42, 30 November 2010 (UTC)&lt;br /&gt;
::Odd... I ran into one that either couldn't or didn't feel like attacking any of my buildings... I offered it doors, supports, bridges... none of them artifacts. It seems to enjoy tearing up my dwarfs and bait animals just fine though&lt;br /&gt;
:::All my FBs would first run and destroy the door I baited my cage traps with. Was your door open? Any object on the door preventing it from closing? I read on the exploits page that if you have something on your door (stones, monarch butterflies, anything) that keeps it open, building destroyers will wait for it to close before proceeding to smash it to bits, so if you have a forbidden stone on it, a FB would be permanently prevented from entering.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 03:41, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stockpiling of FB parts==&lt;br /&gt;
After my FB was butchered, its hair and chitin was put in my outdoor &amp;quot;useless refuse&amp;quot; stockpile (where hair/wool and fresh raw hides were forbidden). I had other stockpiles for raw hides and hair/wool. Another strange thing is that the hair could be spun into thread, but the chitin could not be tanned. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:03, 10 May 2011 (UTC)&lt;br /&gt;
:That's a combination of multiple known bugs - [http://www.bay12games.com/dwarves/mantisbt/view.php?id=2762 2762] and [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1160 1160]. --[[User:Quietust|Quietust]] 12:49, 10 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Keeping_your_dwarves_happy&amp;diff=142696</id>
		<title>v0.31 Talk:Keeping your dwarves happy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Keeping_your_dwarves_happy&amp;diff=142696"/>
		<updated>2011-03-26T10:10:30Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are some furniture in the bedroom that could be good to use. Exept the bed and a door in a private assigned bedroom, we should use a rack/chest too. What else should we add? Cabinet maybe?--[[User:Trepach|Trepach]] 10:09, 26 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Keeping_your_dwarves_happy&amp;diff=142695</id>
		<title>v0.31 Talk:Keeping your dwarves happy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Keeping_your_dwarves_happy&amp;diff=142695"/>
		<updated>2011-03-26T10:09:22Z</updated>

		<summary type="html">&lt;p&gt;Trepach: Created page with 'There are some furniture in the bedroom that could be good to use. Exept the bed and a door in a private assigned bedroom, we should use a rack/chest too. What else should we add…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are some furniture in the bedroom that could be good to use. Exept the bed and a door in a private assigned bedroom, we should use a rack/chest too. What else should we add? Table maybe?--[[User:Trepach|Trepach]] 10:09, 26 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=142694</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=142694"/>
		<updated>2011-03-26T09:40:22Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will experience things that makes them more or less happy, with each experience being recorded as a thought (in the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers).  If a dwarf becomes unhappy enough, s/he might {{L|tantrum}}.  If the overall happiness level of your fortress is low enough then a single tantruming dwarf can trigger a dreaded &amp;quot;tantrum spiral&amp;quot;.  A separate article has advice on {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/wonderful/truly decadent) drink lately&lt;br /&gt;
|Dwarf drank alcohol of the relevant quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering {{L|Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Has complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't reach food immediately &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Has been starved recently&lt;br /&gt;
|Got hungry and didn't reach food for a long &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt; time&lt;br /&gt;
|-&lt;br /&gt;
|Has complained of the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a well was available&lt;br /&gt;
|-&lt;br /&gt;
|Has accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a tantrum&lt;br /&gt;
|-&lt;br /&gt;
|Has been tired lately&lt;br /&gt;
|Became sleepy but wasn't able to sleep because a task had to be completed&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/grass) recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping&lt;br /&gt;
|-&lt;br /&gt;
|Was caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was nauseated by the sun lately&lt;br /&gt;
|Is suffering from serious {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was annoyed by flies/Has been accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}}&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Has witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died&lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet)&lt;br /&gt;
|The body of a dead friend/pet wasn't buried in a {{L|coffin}} before generating miasma&lt;br /&gt;
|-&lt;br /&gt;
|Was unable to find somebody in charge to cry on lately&lt;br /&gt;
|(Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|Was upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dorf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|&amp;lt;sub&amp;gt;What counts as minor or major?&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Was beaten recently&lt;br /&gt;
|{{L|Justice}} served&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to give somebody (food/water) lately&lt;br /&gt;
|As above&lt;br /&gt;
|-&lt;br /&gt;
|Was knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a cave-in&lt;br /&gt;
|-&lt;br /&gt;
|Has suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall as well.&lt;br /&gt;
|-&lt;br /&gt;
|Has complained about the draft lately&lt;br /&gt;
|Newly drafted into a [[military]] squad as a recruit&lt;br /&gt;
|-&lt;br /&gt;
|(Has complained/Was enraged) about long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training - ?) for a long time &amp;lt;sub&amp;gt;(which orders, how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thoughts Experienced ==&lt;br /&gt;
&lt;br /&gt;
There are 221 thoughts that a dwarf can experience in this version of Dwarf Fortress. Many of these thoughts never actually occur, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=138611</id>
		<title>v0.31:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=138611"/>
		<updated>2011-03-20T17:42:06Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:51, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bones''' are obtained when butchering {{L|animals}} or taking apart skeletons. &lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the {{L|rotting}} procedure. After a {{L|corpse}} begins to rot, no {{L|food}} can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the {{L|butcher's shop}} and &amp;quot;butchered&amp;quot; to be torn apart into {{L|skull}}s and bones afterwards. Note that many civilizations (like Dwarfs) consider it unethical to butcher certain corpses (see bug #0001180).&lt;br /&gt;
&lt;br /&gt;
Bones can be made into {{L|crossbow}}s at a {{L|bowyer's workshop}}, and {{L|crafts}}, {{L|bolt}}s, {{L|greave}}s, {{L|gauntlet}}s, or {{L|helm}}s at a {{L|craftsdwarf's workshop}} using [[bone carving]] labor. Note that {{L|armor}} made out of bone can be used by dwarves assigned a {{L|uniform}} of {{L|metal}} armor.&lt;br /&gt;
&lt;br /&gt;
In previous 0.31.XX versions, bones are counted as &amp;quot;body parts&amp;quot; for the purposes of stockpiles and the stocks menu. As of 0.31.16, they are subsets of the body parts stocks menu.&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=135383</id>
		<title>v0.31 Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=135383"/>
		<updated>2011-01-27T02:34:27Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a thought, shouldn't the materials to create said trap be listed here as well?  I'd do it myself, but I came here to find out what they are... [[User:Dorque|Dorque]] 02:59, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
How can I Release the trapped creature out of the animal trap? Does it depends if the creature is tame? [[User:Trepach|Codito Ergo Est]] 02:34, 27 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=135382</id>
		<title>v0.31 Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=135382"/>
		<updated>2011-01-27T02:34:06Z</updated>

		<summary type="html">&lt;p&gt;Trepach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a thought, shouldn't the materials to create said trap be listed here as well?  I'd do it myself, but I came here to find out what they are... [[User:Dorque|Dorque]] 02:59, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
= How can I Release the trapped creature out of the animal trap? Does it depends if the creature is tame? [[User:Trepach|Codito Ergo Est]] 02:34, 27 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=133450</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=133450"/>
		<updated>2010-12-13T22:05:25Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Ranged Foreign Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thijser wants people to test things==&lt;br /&gt;
A lot of tests should be put here&lt;br /&gt;
http://df.magmawiki.com/index.php/User:Thijser/Test so that we can gather as many results as passble. Maybe someone could put this on the basic page aswell. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:85.147.110.73|85.147.110.73]]&amp;lt;/small&amp;gt;&lt;br /&gt;
== Weight of the weapon ==&lt;br /&gt;
{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table of weapons? ==&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== MOODS &amp;amp; FOREIGN WEAPONS ===&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blowgun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Wooden Weapons? ===&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
::Wait, what?  I've traded for wooden swords et al. from the Elves.  Are you saying my dwarves can't use them in melee?  If that's true, please include it in this wiki page. I presume they're usable in weapon traps?  Please clarify.  -- [[User:Maunder|Maunder]] 05:28, 26 October 2010 (UTC)&lt;br /&gt;
:::You can USE them (if they're not too large, like pikes and halberds), you just can't MAKE them. In general, the &amp;quot;made of wood&amp;quot; bad trumps the &amp;quot;non-dwarven types&amp;quot; good, and you're better off with homegrown weaponry. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Can Dwarves Use These? ===&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ammunition for Ranged Weapons ==&lt;br /&gt;
&lt;br /&gt;
How can I make bolts. Or I should trade them instead?&lt;br /&gt;
&lt;br /&gt;
== Ranged Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Poison on ammunition/weapons ===&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just View them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]]. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Illeist|Illeist]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Immigrant skills ===&lt;br /&gt;
I've had immigrant dwarves with skills to use bows and blowguns.  So I gave them appropriate weapons I traded or fought for.  But I can't make nor trade for the ammunition?  What?  This should be considered a bug.  Either let us make arrows/darts, or don't give dwarves the skills.  -- [[User:Maunder|Maunder]] 05:38, 26 October 2010 (UTC)&lt;br /&gt;
:Elves often have arrows.  Humans sometimes do.  Darts are more a cave civilization thing, and you can't trade with them. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
:Artifact weapons have the highest quality modifier, which AFAIK makes them hit more accurately and penetrate/cut more effectively than lower-quality weapons.  I don't think naming a weapon changes its performance, just whether it's mentioned in Legends mode and in artwork. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;br /&gt;
:You're right - the numbers aren't useful.  That's because we don't know what the formulae are.  Judging from the variables present, Toady seems to be trying to model the physics much more accurately than your average RPG;  if you're really interested in optimizing your combatants that much, digging out some university-level physics texts and running through the sections on elastic collisions and material deformation would be helpful.  The parentheses, at least, indicate that the value present in the raws is irrelevant - BLUNT attacks don't actually penetrate.&lt;br /&gt;
&lt;br /&gt;
:If you're just being confused by the big lists o' numbers, forget 'em and ask yourself if you want your dwarves to be waving around axes or spears or whatnot.  Then make lots of your choice. --[[User:DeMatt|DeMatt]] 01:16, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I'm trying to figure out if I should equip my Talented Lasher immigrant with the (+iron scourge+) and/or 3 (bronze whips) harvested from my first goblin ambush. I've also got 4 Knife Users - Talented, Professional, Adequate and Novice. No daggers yet, though. (You've already given valuable advice about the availability of arrows for my Novice Bowdwarf, DeMatt. Thanks for that.) Trying to get a sense of relative damage potential by the skill/weapon combos is....well, impossible, I guess, given that we don't have the formulae. Still, it's cool that dwarves can now wear goblin-forged armor. --[[User:Romeofalling|Romeofalling]] 02:07, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==obsidian==&lt;br /&gt;
still like steel? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ore/weapon==&lt;br /&gt;
battle axe evidently needs 4 wafers.  Short sword needs 3&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hammers==&lt;br /&gt;
Since blunt weapons damage is related to the weight of the weapon would it make sense to make War Hammers out of a heavy metal. like lead if that is possible.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:198.53.163.246|198.53.163.246]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes. Silver is the easiest to make them out of.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material effectiveness? ==&lt;br /&gt;
&lt;br /&gt;
I've seen mentions of the different materials having &amp;quot;Sheer&amp;quot; and &amp;quot;Density&amp;quot; qualities that make them good for slashing/piercing and bludgeoning attacks respectfully, but I haven't seen any explanation, or even a list of which materials are better than others for each category. Can someone help me here? --[[User:Twilightdusk|Twilightdusk]] 02:20, 29 November 2010 (UTC)&lt;br /&gt;
:Not well no.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::You could try looking at [[DF2010:Metal#Weapon_.26_Armor_Quality|the Metal page]], and see if that helps you out. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
&lt;br /&gt;
This question has been popping up forever and given the absurd amount of decorations possible (especially on artifacts) I think it is rather important that we learn; do decorations increase weight for weapon effectiveness? Has anyone tested this?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No, decorations don't weigh anything.  I've got a slate door artifact with nine decorations, two of which are of reasonably weighty materials (iron and more slate), and it weighs the same as a plain slate door. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Preferences and Attachments ==&lt;br /&gt;
&lt;br /&gt;
I have a (Swords)dwarf who has not killed anything other than boredom, and only recruited for about 6 months now.  Already he has grown attached to two steel items.  A steel spear, and a steel shield.  After checking the preferences, I found that he is fond of steel.  Maybe preferences influences attachment speed?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:22, 8 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=133326</id>
		<title>v0.31 Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=133326"/>
		<updated>2010-12-09T13:47:35Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Animal Traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=133325</id>
		<title>v0.31 Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=133325"/>
		<updated>2010-12-09T13:36:23Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Animal Traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Animal Traps==&lt;br /&gt;
&lt;br /&gt;
What can I do with trapped animals if they cannot be trained/tamed? Can I butcher them?&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=133324</id>
		<title>v0.31 Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=133324"/>
		<updated>2010-12-09T13:35:56Z</updated>

		<summary type="html">&lt;p&gt;Trepach: Created page with '==Animal Traps==  What van I do with trapped animals if they cannot be trained/tamed? Can I butcher them?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Animal Traps==&lt;br /&gt;
&lt;br /&gt;
What van I do with trapped animals if they cannot be trained/tamed? Can I butcher them?&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=133266</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=133266"/>
		<updated>2010-12-08T13:23:29Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Cage Traps? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
&lt;br /&gt;
Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone posted this under spike traps:&lt;br /&gt;
&lt;br /&gt;
`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
&lt;br /&gt;
From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
:Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. Even without the combat log, it should be easy to identify the stab wound from the bludgeoning falling wounds. EDIT: Located the quote. &amp;quot;falling damage and corpse impalement for unretracted spike buildings&amp;quot; from the devlog, 10/16/2007--[[User:Greiger|Greiger]]&lt;br /&gt;
&lt;br /&gt;
::No worries, good bit of sleuthing there.  I haven't played with the spikes much, but it makes sense.--[[User:Kwieland|Kwieland]] 11:56, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cage traps can be used to catch dwarves in a berserk rage. This can be useful when your Strange Moods are requiring items you do not have. Rather than have a violent murder occur, or having to starve him to death in the workshop. You are now free to be creative with how he meets his end (releasing amongst the elves is recommended). [[Special:Contributions/74.192.98.80|74.192.98.80]] 17:15, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Added a section to cage traps concerning webbed traps.  A cage trap with a GCS web on it will capture titans, FBs and clowns.  Tested on titans/fbs in 31.18.  Clown info is lore from forums but logical since all 3 of these types are trapavoid, nostun.  -Celem 29 Nov 2010&lt;br /&gt;
&lt;br /&gt;
:I cant find a relation between the materials and the traps. Are there any?&lt;br /&gt;
&lt;br /&gt;
==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;br /&gt;
&lt;br /&gt;
== Caging normally uncagable creatures? ==&lt;br /&gt;
I was able to cage a gremlin, but only after it was injured. Before that it just walked over my traps. Not sure if it was because it was injured, or because it was knocked on to the floor, or stunned... can other normally uncagable creatures be caught the same way? Someone confirm.&lt;br /&gt;
Edit: looked around in the wiki a bit more. Turns out gremlins (as well as kobalds) can avoid traps, but will not always. It would be nice to have a list of creatures who can avoid traps. Can't find one. Also forgot to sign last time. --[[User:Peglegpenguin|Peglegpenguin]] 23:06, 12 August 2010 (UTC)&lt;br /&gt;
:All creatures will trigger traps if they fall unconscious on top of them, including those with TRAPAVOID. This was rather famously used back in 40d to trap frog demons and tentacle demons, but '''not''' spirits of fire (due to them being un-knockout-able). All titans, forgotten beasts, and demons in version 0.31 have TRAPAVOID and are, like the spirit of fire of 40d and earlier, similarly immune to being knocked unconscious and are thus impossible to trap. --[[User:Quietust|Quietust]] 00:37, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The above no longer appears true....see note a few lines up under cage trap main entry.  re: web on cage will trap anything including fbs and titans.  i expect demons too - Celem 29 Nov 2010&lt;br /&gt;
&lt;br /&gt;
== Note for deconstruction ==&lt;br /&gt;
&lt;br /&gt;
Can we put a note about deconstruction of a weapon trap noting if you get the weapons back or not? I checked the wiki to learn this and there isn't that piece of information. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes.  You do.  Just like every other building or construction - you use parts to build it, you get the parts back when you un-build it.  But if it's destroyed by an enemy rather than deconstructed by a dwarf, the parts get damaged. --[[User:DeMatt|DeMatt]] 22:34, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Determining if a snow/blood covered trap is loaded ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to determine if a cage trap is loaded if it is covered with snow or blood (and therefore looks the same whether loaded or not?)--[[User:Peglegpenguin|Peglegpenguin]] 03:01, 9 November 2010 (UTC)&lt;br /&gt;
: Press {{k|t}} (Check Building I{{k|t}}ems) and cursor over the trap.  A ''built'' cage trap will list the mechanism used to build it, with a {{Tile|[B]|7:0:1}} beside the name.  A ''loaded'' cage trap will additionally list the cage used to load it, with a {{Tile|[B]|1:0:1}} there too. --[[User:DeMatt|DeMatt]] 21:12, 9 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Security_design&amp;diff=133250</id>
		<title>v0.31 Talk:Security design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Security_design&amp;diff=133250"/>
		<updated>2010-12-08T01:54:24Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Walking though a minefield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
=='Security' vs 'Defense' Design==&lt;br /&gt;
&lt;br /&gt;
Having a 'defense design' and 'defense guide' article was ridiculous name-wise. This one was about how to make your layout better defense-wise, so 'security' seemed an appropriate kind-of-synonym. Already managed the redirects so it links up to the 40d Defense Guide (and it to this page) fine. --[[User:Retro|Retro]] 00:20, 12 April 2010 (UTC)&lt;br /&gt;
:This makes great sense. I was messing with these articles earlier today and wasn't quite sure what to do with the dual defense articles. Nice work.--[[User:JohnnyMadhouse|JohnnyMadhouse]] 00:35, 12 April 2010 (UTC)&lt;br /&gt;
::Yeah, the chief difference was that 'guide' was an overview and 'design' was supposed to be architectural defense style. This was the only other word combination I could find that didn't mean either the same thing or &amp;quot;maek ur fort look prettay 101&amp;quot; --[[User:Retro|Retro]] 01:03, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== did anyone check for accuracy? ==&lt;br /&gt;
To begin with, the whole inside/outside has to be replaced by burrows --[[User:Birthright|Birthright]] 00:44, 14 April 2010 (UTC)&lt;br /&gt;
:I replaced a lot of it. There were obviously still leftover inaccuracies, and I removed all the inside/outside stuff pertaining directly to the &amp;quot;stay inside&amp;quot; order, but I left a lot of it as a general strategy (since it ''is'' a good idea to keep dwarves inside or at least within your external fortifications during sieges and whatnot). Burrows are also rather ineffective when dealing with civilians since they all run to same spot, so trying to restrict them to your whole fort means editing the burrow every time you expand the fort itself; right now it's basically for the military. --[[User:Retro|Retro]] 01:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drawbridges of Doom ==&lt;br /&gt;
&lt;br /&gt;
Is building a drawbridge in the middle of a hall and repeatedly lowering it on enemies considered too much of an exploit to be put here?&lt;br /&gt;
&lt;br /&gt;
 DaS page maybe?&lt;br /&gt;
&lt;br /&gt;
== Walking Though a Minefield ==&lt;br /&gt;
&lt;br /&gt;
Will setting a route though a minefield work? Will all the dwarfs know the path or the newcomers will trigger the traps?&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance Picture not Working ==&lt;br /&gt;
&lt;br /&gt;
Someone please fix.&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Security_design&amp;diff=133249</id>
		<title>v0.31 Talk:Security design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Security_design&amp;diff=133249"/>
		<updated>2010-12-08T01:53:41Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Drawbridges of Doom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
=='Security' vs 'Defense' Design==&lt;br /&gt;
&lt;br /&gt;
Having a 'defense design' and 'defense guide' article was ridiculous name-wise. This one was about how to make your layout better defense-wise, so 'security' seemed an appropriate kind-of-synonym. Already managed the redirects so it links up to the 40d Defense Guide (and it to this page) fine. --[[User:Retro|Retro]] 00:20, 12 April 2010 (UTC)&lt;br /&gt;
:This makes great sense. I was messing with these articles earlier today and wasn't quite sure what to do with the dual defense articles. Nice work.--[[User:JohnnyMadhouse|JohnnyMadhouse]] 00:35, 12 April 2010 (UTC)&lt;br /&gt;
::Yeah, the chief difference was that 'guide' was an overview and 'design' was supposed to be architectural defense style. This was the only other word combination I could find that didn't mean either the same thing or &amp;quot;maek ur fort look prettay 101&amp;quot; --[[User:Retro|Retro]] 01:03, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== did anyone check for accuracy? ==&lt;br /&gt;
To begin with, the whole inside/outside has to be replaced by burrows --[[User:Birthright|Birthright]] 00:44, 14 April 2010 (UTC)&lt;br /&gt;
:I replaced a lot of it. There were obviously still leftover inaccuracies, and I removed all the inside/outside stuff pertaining directly to the &amp;quot;stay inside&amp;quot; order, but I left a lot of it as a general strategy (since it ''is'' a good idea to keep dwarves inside or at least within your external fortifications during sieges and whatnot). Burrows are also rather ineffective when dealing with civilians since they all run to same spot, so trying to restrict them to your whole fort means editing the burrow every time you expand the fort itself; right now it's basically for the military. --[[User:Retro|Retro]] 01:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drawbridges of Doom ==&lt;br /&gt;
&lt;br /&gt;
Is building a drawbridge in the middle of a hall and repeatedly lowering it on enemies considered too much of an exploit to be put here?&lt;br /&gt;
&lt;br /&gt;
 DaS page maybe?&lt;br /&gt;
&lt;br /&gt;
== Walking though a minefield ==&lt;br /&gt;
&lt;br /&gt;
Will setting a route though a minefield work? Will all the dwarfs know the path or the newcomers will trigger the traps?&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance Picture not Working ==&lt;br /&gt;
&lt;br /&gt;
Someone please fix.&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Security_design&amp;diff=133248</id>
		<title>v0.31 Talk:Security design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Security_design&amp;diff=133248"/>
		<updated>2010-12-08T01:53:20Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* Drawbridges of Doom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
=='Security' vs 'Defense' Design==&lt;br /&gt;
&lt;br /&gt;
Having a 'defense design' and 'defense guide' article was ridiculous name-wise. This one was about how to make your layout better defense-wise, so 'security' seemed an appropriate kind-of-synonym. Already managed the redirects so it links up to the 40d Defense Guide (and it to this page) fine. --[[User:Retro|Retro]] 00:20, 12 April 2010 (UTC)&lt;br /&gt;
:This makes great sense. I was messing with these articles earlier today and wasn't quite sure what to do with the dual defense articles. Nice work.--[[User:JohnnyMadhouse|JohnnyMadhouse]] 00:35, 12 April 2010 (UTC)&lt;br /&gt;
::Yeah, the chief difference was that 'guide' was an overview and 'design' was supposed to be architectural defense style. This was the only other word combination I could find that didn't mean either the same thing or &amp;quot;maek ur fort look prettay 101&amp;quot; --[[User:Retro|Retro]] 01:03, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== did anyone check for accuracy? ==&lt;br /&gt;
To begin with, the whole inside/outside has to be replaced by burrows --[[User:Birthright|Birthright]] 00:44, 14 April 2010 (UTC)&lt;br /&gt;
:I replaced a lot of it. There were obviously still leftover inaccuracies, and I removed all the inside/outside stuff pertaining directly to the &amp;quot;stay inside&amp;quot; order, but I left a lot of it as a general strategy (since it ''is'' a good idea to keep dwarves inside or at least within your external fortifications during sieges and whatnot). Burrows are also rather ineffective when dealing with civilians since they all run to same spot, so trying to restrict them to your whole fort means editing the burrow every time you expand the fort itself; right now it's basically for the military. --[[User:Retro|Retro]] 01:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drawbridges of Doom ==&lt;br /&gt;
&lt;br /&gt;
Is building a drawbridge in the middle of a hall and repeatedly lowering it on enemies considered too much of an exploit to be put here?&lt;br /&gt;
&lt;br /&gt;
 DaS page maybe?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walking though a minefield ==&lt;br /&gt;
&lt;br /&gt;
Will setting a route though a minefield work? Will all the dwarfs know the path or the newcomers will trigger the traps?&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance Picture not Working ==&lt;br /&gt;
&lt;br /&gt;
Someone please fix.&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Party&amp;diff=133245</id>
		<title>v0.31 Talk:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Party&amp;diff=133245"/>
		<updated>2010-12-08T00:48:54Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* &amp;quot;Any (dis)advantages of making friends?&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;D for dwarf&amp;quot; section not funny==&lt;br /&gt;
&lt;br /&gt;
The D for Dwarf section of the article does not say anything that has not already been said in the article, nor, imo, is it very funny. Should it be removed? --[[User:Calculator|Calculator]] 01:22, 17 August 2010 (UTC)&lt;br /&gt;
: I think it's a real chance for good dwarfy humour, after all, this is certainly something worth making fun of. Just let it be noted that anybody who thinks they can spruce up the D for Dwarf paragraph into something legitimately humourous is welcome to make their addition. [[User:J|J]] 21:39, 28 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Any (dis)advantages of making friends?&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Are there any? A dwarf will make an unhappy thought if a friend of his dies. Maybe enough to cause havoc. On other hand, can making friends improve the chances of new babies? --[[User:Trepach|Trepach]] 02:48, 08 Dec 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Party&amp;diff=133244</id>
		<title>v0.31 Talk:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Party&amp;diff=133244"/>
		<updated>2010-12-08T00:47:54Z</updated>

		<summary type="html">&lt;p&gt;Trepach: /* &amp;quot;D for dwarf&amp;quot; section not funny */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;D for dwarf&amp;quot; section not funny==&lt;br /&gt;
&lt;br /&gt;
The D for Dwarf section of the article does not say anything that has not already been said in the article, nor, imo, is it very funny. Should it be removed? --[[User:Calculator|Calculator]] 01:22, 17 August 2010 (UTC)&lt;br /&gt;
: I think it's a real chance for good dwarfy humour, after all, this is certainly something worth making fun of. Just let it be noted that anybody who thinks they can spruce up the D for Dwarf paragraph into something legitimately humourous is welcome to make their addition. [[User:J|J]] 21:39, 28 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Any (dis)advantages of making friends?&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Are there any? A dwarf will make an unhappy thought if a friend of his dies. Maybe enough to cause havoc. On other hand, can making friends improve the chances of new babies? --[[User:Trepach|Trepach]] 01:22, 08 Dec 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze&amp;diff=133071</id>
		<title>v0.31 Talk:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze&amp;diff=133071"/>
		<updated>2010-12-06T20:16:57Z</updated>

		<summary type="html">&lt;p&gt;Trepach: Created page with 'Where can I smelt bronze bars?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can I smelt bronze bars?&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Anvil&amp;diff=133063</id>
		<title>v0.31 Talk:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Anvil&amp;diff=133063"/>
		<updated>2010-12-06T16:13:20Z</updated>

		<summary type="html">&lt;p&gt;Trepach: Created page with 'Which metal can be used to smith an anvil?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Which metal can be used to smith an anvil?&lt;/div&gt;</summary>
		<author><name>Trepach</name></author>
	</entry>
</feed>