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	<updated>2026-05-10T06:04:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Quickstart_guide/Stockpiles&amp;diff=154036</id>
		<title>v0.31 Talk:Quickstart guide/Stockpiles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Quickstart_guide/Stockpiles&amp;diff=154036"/>
		<updated>2011-11-03T01:13:18Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Labeling */ history of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Labeling ==&lt;br /&gt;
&lt;br /&gt;
I am not sure if it is appropriate to label this page as a Quicktart Guide.&lt;br /&gt;
&lt;br /&gt;
It starts out by stating that it is presenting advanced (or at least useful) information that is not appropriate for the main article on the subject because it is not necessary.  This means it is an excelent choice for a howto, but at the same time it is the exact opposite of a Quickstart guide.&lt;br /&gt;
&lt;br /&gt;
When people hear Quickstart, they expect the information they need to get started quickly.  i.e. The required information has to be there.&lt;br /&gt;
&lt;br /&gt;
Just my two cents. :-)  If the overall opinion of the community differs from mine, that is cool. ^_^ I didn't create the page after all.  [[User:Burlingk|Burlingk]] 01:04, 3 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I agree with your logic.  This info used to be in the main Guide, but was moved to its own page to streamline the Guide.  The main reason I see to leave it as-is would be that it makes sense at the stage of the game one is at when following the Guide.  That, and it is sort of basic stuff.  I'm open to moving it, though. [[User:Vitriolum|Vitriolum]]&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_piston&amp;diff=150977</id>
		<title>v0.31:Magma piston</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_piston&amp;diff=150977"/>
		<updated>2011-07-02T01:50:51Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Support */  linked &amp;quot;magma-safe&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{quality|Fine|08:37, 8 April 2011 (UTC)}}&lt;br /&gt;
'''Magma pistons''' are used to move magma near the surface. This approach was developed as an alternative to {{L|screw pump#Example layouts#Pump stack|pump stack}}s. Magma pistons are used because they require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
== The concept ==&lt;br /&gt;
The piston method is based on a clever {{L|exploit|abuse}} of {{L|cave-in}} {{L|physics}}. The basic principle involves channeling out an area around a huge stone pillar, hundreds of z-levels tall, which will become the &amp;quot;piston&amp;quot; that drives magma to the top. Rest the piston on a single support, then carve out a tank at its base which will be filled with magma pumped from the magma sea. ('''Beware:''' building the piston directly over the magma sea will '''NOT''' work!) Once the tank has been filled, drop the piston by removing its support. Liquids displaced by a cave-in will &amp;quot;teleport&amp;quot; straight up to the nearest available space; here, the nearest available space will be the catchment area you thoughtfully prepared earlier atop the piston.&lt;br /&gt;
&lt;br /&gt;
A simple magma piston works as shown in the following diagram:&lt;br /&gt;
&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;'''Magma'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;S&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;'''Support'''&amp;lt;/font&amp;gt;  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;'''Floor hatch or bridge (your choice)'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic magma piston design'''&lt;br /&gt;
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When the support is destroyed, the wall sections in the middle will fall down into the magma. The magma will teleport to the top of the piston, as shown in the following diagram:&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
== Construction ==&lt;br /&gt;
A magma piston is composed of 4-5 parts: the catchment area, the magma reservoir, the support, the piston, and the obsidian caster (optional).&lt;br /&gt;
&lt;br /&gt;
=== Catchment area ===&lt;br /&gt;
:The '''catchment area''' is located at the top of the piston. After the piston is dropped, the magma will spread out around the catchment area. In a repeating magma piston, some of the magma is used to cast obsidian on top of the piston, in order to reuse it. The volume and size of the catchment area must be carefully calculated to ensure that you won't have too much or too little magma above the piston for casting. Ideally, you want the depth of the magma above the piston to be 2. If the depth is 1, then the magma might evaporate and you won't be able to repair your piston. If the depth is greater than 2, then you're wasting magma if you cast it into obsidian.&lt;br /&gt;
&lt;br /&gt;
=== Magma reservoir ===&lt;br /&gt;
:The '''magma reservoir''' is dug out near the magma sea. You can't actually drop the piston directly into the magma sea because the bottom of the magma sea is {{L|semi-molten rock}}, and it will completely destroy any piston dropped into it. The magma reservoir is artificial, so it won't have a floor made of semi-molten rock. This will allow the piston to rest on the floor of your reservoir. The magma reservoir needs three parts: a magma inlet, a magma drain, and an access corridor. After letting magma in, and dropping the piston, you'll want to dig out the bottom of the piston so you can drop it again. To do that, you need to drain any excess magma and let your workers in through the access corridor.&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
:The '''support''' is what prevents your piston from dropping until you decide to pull the firing lever. The support can be located either at the bottom of the piston, as shown in the simplified diagram, or at the side of the piston (shown in the following diagram). If the support is at the bottom of the piston, then the support and the mechanism it uses must both be {{L|magma-safe}}. If it's at the side, then neither need to be magma-safe. Here's an example of a side-mounted support:&lt;br /&gt;
&lt;br /&gt;
: '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   '''P'''    = '''Piston'''&lt;br /&gt;
   '''X'''    = '''Up/Down stairs'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;S&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;'''Support'''&amp;lt;/font&amp;gt;  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;'''Floor hatch or bridge (your choice)'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#444&amp;quot;&amp;gt;=&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#444&amp;quot;&amp;gt;'''Constructed floor'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Side-mounted support'''&lt;br /&gt;
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:In this diagram, you can see the catchment area at the top, and the piston in the middle of the shaft. The support structure is to the left. When the support element collapses, the two constructed floors will become unsupported, and then the piston will collapse. The stairs and hatch to the left of the constructed floors allows for convenient reconstruction of the support.&lt;br /&gt;
&lt;br /&gt;
=== Piston ===&lt;br /&gt;
:The '''piston''' is the heart of the scheme. It may be 100-200 z-levels long, so it will take quite a while for your miners to dig it out. The safest and fastest way to dig out the piston is to make up/down stairs instead of channeling it out. When you're ready, you can use a cave-in to destroy the stairs. You may encounter trouble with caverns. Ideally, you should scout out the caverns and find a clear path straight down. If you can't find such a path, you can fix the problem as follows:&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Cavern problem'''&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:First, smooth the top and bottom, like so:&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Now drop the top of the piston on to the floor of the cavern. You can use a cave-in to destroy the stairs quickly.&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== Obsidian caster ===&lt;br /&gt;
:The '''obsidian caster''' is what allows you to rebuild your piston and get more magma. It's an application of techniques drawn from {{L|obsidian farming}}. The caster just needs to precisely dump water into the catchment area in order to form obsidian. A caster is composed of two parts: a water inlet, and a retracting bridge. Here's a sample design:&lt;br /&gt;
&lt;br /&gt;
: '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   '''P'''    = '''Piston'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;F&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;'''Closed floodgate'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#00F&amp;quot;&amp;gt;±&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#00F&amp;quot;&amp;gt;'''Retracting bridge with water'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;±&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;'''Retracting bridge with magma'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;'''Magma'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#00F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#00F&amp;quot;&amp;gt;'''Water'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Obsidian caster'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|F&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:When you retract the bridge at the top, the water will fall straight down, and you'll get the following result:&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|F&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;| &lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The general procedure for operating a repeatable magma piston is as follows:&lt;br /&gt;
&lt;br /&gt;
#Pull your firing lever to collapse the side support, thus dropping the piston into the magma.&lt;br /&gt;
#In the magma reservoir, close the inlet and open the drain to empty the magma and allow workers in later.&lt;br /&gt;
#Retract the bridge of the obsidian caster to drop water onto magma and rebuild the piston.&lt;br /&gt;
#Extend the bridge of the obsidian caster and open the inlet floodgate, to refill your caster's water supply.&lt;br /&gt;
#Reconstruct the side support and re-link it to your firing lever.&lt;br /&gt;
#Pump/drain any magma you want to use out of the catchment area.&lt;br /&gt;
#Allow workers into the magma reservoir when it's safe and empty, and dig out the bottom of the piston.&lt;br /&gt;
#Get the workers out of the reservoir and lock the door.&lt;br /&gt;
#In the magma reservoir, close the drain and open the inlet to fill it with magma.&lt;br /&gt;
#Remember to close the inlet floodgate of your obsidian caster.&lt;br /&gt;
#Make sure that your side-support is clear.&lt;br /&gt;
#When the magma reservoir is full, use your firing lever to restart the process.&lt;br /&gt;
&lt;br /&gt;
== More information ==&lt;br /&gt;
The original discussion of this trick, including how to make the piston reusable, can be found in [http://www.bay12forums.com/smf/index.php?topic=59894.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vitriolum&amp;diff=150900</id>
		<title>User:Vitriolum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vitriolum&amp;diff=150900"/>
		<updated>2011-06-30T01:20:45Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: i like magma pistons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi there.  Welcome to my user page.  I'm a relatively new Dwarf Fortress player who is quite hooked.  My prior experience with ascii art games is primarily from several years of being hooked on Nethack.  I have not tried DF adventure mode yet.&lt;br /&gt;
&lt;br /&gt;
I am currently on my fourth fortress.  Beyond some basics of survival, my first three fortresses taught me the importance of setting Mineral Occurrence to something other than &amp;quot;Very Rare&amp;quot; in world generation.  I found no ore at all in those first attempts and it was quite baffling.  Now, I'm chugging along with plenty of ore and my first magma forges and furnaces!&lt;br /&gt;
&lt;br /&gt;
I like this wiki and am enjoying helping out with it as I'm able.  If I screw something up, do let me know.  Thanks for stopping by!&lt;br /&gt;
&lt;br /&gt;
{{L|magma piston|Magma pistons}} are awesome.  If only I had designed my fortress knowing that I would be able to have a magma pool and related workshops and furnaces in the upper levels.  After my next bout of major {{L|fun}} I'll start again with that in mind.&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Channel&amp;diff=150897</id>
		<title>v0.31:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Channel&amp;diff=150897"/>
		<updated>2011-06-30T00:52:22Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: add verify template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|10:51, 16 June 2010 (UTC)}}&lt;br /&gt;
A '''channel''' is a hole dug in the ground or wall which will mine out the {{L|z-level}} below too. You can use long channels to act as {{L|moat}}s, to move liquids such as {{L|water}} and {{L|magma}} from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or 'full' tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be {{L|mine}}d out. Creating a channel could be described as &amp;quot;strip mining&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.&lt;br /&gt;
&lt;br /&gt;
Digging a Channel differs from version 0.28.x.x - it creates a {{l|ramp}} on the level below instead of an open space.  Remove the bottom ramp by {{K|d}}esignating it to be removed ({{K|z}}).  Channels dug above a layer that has been dug out will not create ramps.&lt;br /&gt;
&lt;br /&gt;
One consequence is that the dwarf can now channel straight down for as far as he likes.  This ''will'' happen even if you don't intend it - the dwarf will walk down into the channel he's just made, and dig the next channel down, seemingly in preference to digging a tunnel to access that next channel from the side as perhaps you'd intended.  As there is (usually) no surface adjacent to the channel, the dwarf stands atop it and digs under his feet ''(though this depended on psychiatric &amp;quot;confidence&amp;quot; in 0.28.x.x - does it still?{{verify}})'', usually falling to the next level down, usually leaving him stunned, sometimes bruised, but not greatly harmed.  This can lead to {{l|fun}}, and it also gets your elevator shaft dug in a hurry, with the dwarf emerging at the bottom atop an absurdly large pile of stones.  (Pity they haven't invented the elevator...)  &lt;br /&gt;
&lt;br /&gt;
Channels, once the ramps have been removed, can be used to create moats which non-flying enemies will be unable to cross.&lt;br /&gt;
Note that if you designate a large area for channeling the ramps in the middle will be automatically removed while the ramps at the edges will remain to be removed manually. This allows you to very quickly build large artificial lakes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some notes on dealing with channels:&lt;br /&gt;
&lt;br /&gt;
'''Removing ramps''':&lt;br /&gt;
[[Image:Rampremoval.png|thumb|154px|Support and floor collapse removing a ramp (cross section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not shown: clouds of lethal dust and a hole punched through to your dining area]]&lt;br /&gt;
&lt;br /&gt;
:If you want a channel with no exits at all, then you will have difficulty, as dwarves will only be able to remove the exit stairs/ramps from inside the channel. The easy option is to wall off a separate exit area. If this offends your aesthetic sense and you are willing to go to the effort, there is another solution: Make a constructed ramp to get your miners out, then collapse a tile of constructed floor to reduce the ramp to rubble (which you can then hide). Another way to create a channel with no exit is to use a staircase in the center of the moat not adjacent to the edge but accessible by a floor tile or a bridge. Remove, raise or accordingly retract it after your last miner has left. &lt;br /&gt;
&lt;br /&gt;
'''Preventing channel access''':&lt;br /&gt;
[[Image:Safechannel.png|thumb|154px|The miner will not be able to access the ramp from a floor tile (cross section)]]&lt;br /&gt;
&lt;br /&gt;
:You will sometimes want to dig a channel without risking your dwarves entering it (e.g. {{l|fun}} with {{l|magma}}). This can be achieved if you (ab)use the ramp access rules. If the tiles adjacent to the critical channeling tile are either impassable or have empty space below, then the ramp will not be accessible after being dug, so your dwarf will remain safely on the upper level.&lt;br /&gt;
[[Image:Unsafechannel.png|thumb|154px|A solid tile allows the miner to reach the level below (cross section)]]&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=150862</id>
		<title>v0.31 Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=150862"/>
		<updated>2011-06-29T00:43:20Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: Turn off miasma? Dunno, but you could keep it outside or in a deep pit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any way to remove miasma in DF2010? --[[User:Broxigardk | BroxigarDK]] 18:35, 28 June 2011 (CET)&lt;br /&gt;
:Let me start by saying, I don't know.  If you keep your refuse and corpses outdoors it won't occur.  I've been planning to install a deep pit in my fortress to toss all that trash into, so that it will be too far away to bother anyone.  If it is possible to remove miasma, it would have to be through editing the raws, which I am unfamiliar with.  There is not a setting for it in the ini files. [[User:Vitriolum|Vitriolum]] 00:43, 29 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Has anyone re-verified the diagonal miasma thing in DF2010? I thought I saw some leaking diagonally, but there were other openings, so I may have been wrong. --[[User:Romeofalling|Romeofalling]] 19:09, 29 September 2010 (UTC)&lt;br /&gt;
:I've used diagonal gaps in a 0.31.12 fortress and they successfully blocked miasma. --[[User:Quietust|Quietust]] 19:29, 29 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happens when Goblins and such sit in side Miasma for a while? does it get them sick, do they die from it?&lt;br /&gt;
&lt;br /&gt;
In the latest version, miasma seems to appear from other sources than rotting items. I have adequate refuse piles and no known rotting items, however I have about one hundred animals, and my cage containing a few animals suddenly spawned miasma.--[[User:No-more-oxygen|No-more-oxygen]] 18:40, 14 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Will rotting items in water generate miasma?&lt;br /&gt;
&lt;br /&gt;
=Miasma accelerates rotting??=&lt;br /&gt;
does miasma accelerate the rotting procedure? if I lock a sentient corpse in a room, so it generates miasma, would it rot into usable bones quicker??--[[User:Kaos|Kaos]] 14:55, 16 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jeweler%27s_workshop&amp;diff=150034</id>
		<title>v0.31:Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jeweler%27s_workshop&amp;diff=150034"/>
		<updated>2011-06-07T02:13:15Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Common Uses */ Change link target of &amp;quot;Decorate&amp;quot; from &amp;quot;Gem setter&amp;quot; to &amp;quot;Decoration&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{Workshop|name=Jeweler's workshop|key=j|job=Gem cutting, Gem setting&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Gem cutting}}&lt;br /&gt;
* {{L|Gem setting}}&lt;br /&gt;
|use=&lt;br /&gt;
* Rough {{L|gem}}s&lt;br /&gt;
* Cut {{L|gem}}s&lt;br /&gt;
|production=&lt;br /&gt;
* Cut {{L|gem}}s&lt;br /&gt;
* Gem {{L|craft}}s&lt;br /&gt;
* Encrusted objects&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Jeweler's workshop''' is a {{L|workshop}} for a {{L|jeweler}}. A jeweler uses this workshop to make items more valuable.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Jeweler's Workshop'''&lt;br /&gt;
*{{K|c}} {{L|gem cutter|Cut}} Gems&lt;br /&gt;
*{{K|e}} Encrust with Gems&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*{{L|gem cutter|Cut}} rough {{L|gem}}s into something usable.&lt;br /&gt;
*{{L|Decoration|Decorate}} objects with gems to make them more valuable.&lt;br /&gt;
*Make ordinary {{l|bed}}s, {{l|cabinet}}s, {{l|table}}s, etc. more aesthetic for better {{l|Room#Quality|quality}} {{l|room}}s.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Rough gems are never as valuable as cut gems.{{Verify}}&lt;br /&gt;
*When adding a task to cut/encrust gems, the tasks are generally ordered by gem value, from least valuable to most valuable (in reality, they appear in the order in which they are defined in the raw file &amp;quot;inorganic_stone_gem.txt&amp;quot;, which is roughly grouped by rarity). It's a good idea to let your {{L|Gem setter}} train with low-value gems (or {{L|glass}} which can be manufactured) and only use high-value gems when reaching the legendary status, as there's a much better chance they will score a {{L|Item quality|masterpiece}} which is 12 times as valuable.&lt;br /&gt;
*The entire right column of the workshop is impassable, making it easy to accidentally trap dwarves inside the workshop after it is built.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{l|Decoration}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vitriolum&amp;diff=149879</id>
		<title>User:Vitriolum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vitriolum&amp;diff=149879"/>
		<updated>2011-06-03T01:11:22Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: Introducing myself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi there.  Welcome to my user page.  I'm a relatively new Dwarf Fortress player who is quite hooked.  My prior experience with ascii art games is primarily from several years of being hooked on Nethack.  I have not tried DF adventure mode yet.&lt;br /&gt;
&lt;br /&gt;
I am currently on my fourth fortress.  Beyond some basics of survival, my first three fortresses taught me the importance of setting Mineral Occurrence to something other than &amp;quot;Very Rare&amp;quot; in world generation.  I found no ore at all in those first attempts and it was quite baffling.  Now, I'm chugging along with plenty of ore and my first magma forges and furnaces!&lt;br /&gt;
&lt;br /&gt;
I like this wiki and am enjoying helping out with it as I'm able.  If I screw something up, do let me know.  Thanks for stopping by!&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pasture&amp;diff=149878</id>
		<title>v0.31 Talk:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pasture&amp;diff=149878"/>
		<updated>2011-06-03T01:02:06Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Overcrowding */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you multiply a grazing creature's maximum SIZE by its GRAZER value, the result is almost always 60 million (yaks, muskoxen, deer, reindeer, and alpacas are slightly lower due to rounding); thus, all creatures graze at a rate proportional to their size. As such, the best livestock are the ones that grow up to the greatest size in the smallest amount of time, and the winner is the water buffalo, growing to 10,000kg within only 2 years. --[[User:Quietust|Quietust]] 19:45, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Meaning of GRAZER value==&lt;br /&gt;
The actual number specified with the GRAZER token could have any number of meanings - the amount of nutrition gained from eating grass (i.e. the amount of grass removed from the tile when the animal eats), or how often the animal needs to eat (i.e. the rate at which it becomes hungry). Given that higher values equate to lower food consumption, the latter seems more likely. --[[User:Quietust|Quietust]] 19:54, 22 February 2011 (UTC)&lt;br /&gt;
:: It actually reflects the nutrition gain. Hunger rate is fixed at 1 per frame. A tile of [dense] grass is good for 1000 frames of grazing. Elephants gain 12 nutrition from every 10-frame grazing session. [http://www.bay12forums.com/smf/index.php?topic=60554.msg2154630#msg2154630 Here] --[[User:Expedition leader|Expedition leader]] 20:48, 14 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals fighting in pasture==&lt;br /&gt;
Animals that I have placed into a pasture have been wrestling and kicking, to the point where I have a maimed sheep blinking at me and a constant stream of combat reports. Mostly these combats don't result in anything, aside from the footless sheep, but I'd like to prevent it if I could. Anyone else seeing this behavior?&lt;br /&gt;
:I am seeing it as well in .21. I have one very mean goat.&lt;br /&gt;
::this is intended behaviour (it was in the dev blog), you need a bigger pasture size, or one with more grass (or both) hungry animals in crowded places get unhappy, just like dwarves do and start throwing &amp;quot;tantrums&amp;quot;&lt;br /&gt;
:::Ahhh, that explains why I suddenly got a &amp;quot;The Stray Horse (tame) has become enraged&amp;quot; message when I moved my large mammals and my poultry flock into the same pasture so they'd all be closer to the butcher shop. [[User:Gentgeen|Gentgeen]] 05:29, 13 March 2011 (UTC)&lt;br /&gt;
:::: This is probably the most annoying new feature. I keep getting these random animals getting bones broken. Even got 1 of them who bled to death after suffering major wounds in practically every body part. And an angry mule KO-ed a pig with a kick to the head. They even rip ears off. My dog's ear has been lying in the meeting hall for 4 years now. And when I trained the dog about 2 years back, the Stray Dog ear became a Stray war Dog ear. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:38, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Removal of Grazer Tag==&lt;br /&gt;
Does anyone know of a way to edit the raws that will remove the grazer tag so an animal doesn't have to graze? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lennethare|Lennethare]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Er, just open the appropriate creature raw file in a text editor (such as Notepad), find the creature definition, locate the [GRAZER:xxx] tag, then remove it and save. If you want the changes to affect a specific world, edit the files in /data/save/regionX/raw/objects, otherwise edit the files in /raw/objects to make them apply to all subsequently generated worlds. --[[User:Quietust|Quietust]] 23:41, 14 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground Grazing==&lt;br /&gt;
Is it possible to feed animals underground with this update? [[Special:Contributions/97.90.179.98|97.90.179.98]] 22:42, 19 March 2011 (UTC)&lt;br /&gt;
:all caverns are full of grasslike fungi and moos, which cattle will graze without problem too--[[User:Rhenaya|Rhenaya]] 09:17, 24 March 2011 (UTC)&lt;br /&gt;
::well yes, if you have cattle in an underground pasture, your caverns will be full of moos.  I suspect you meant 'moss' in this context, though. [[Special:Contributions/194.200.65.239|194.200.65.239]] 10:26, 24 March 2011 (UTC)&lt;br /&gt;
:::you should make sound annoucnment D_D and add moos to cows though :x&lt;br /&gt;
&lt;br /&gt;
==Feeding of pets==&lt;br /&gt;
It seems pets are fed by their owners as soon as they are starving. Can anyone confirm this? My setup is a Giant beetle (Civilization Forge mod), which sits on a nestbox for months in a row. It went to starving state multiple times, before it vanished again, so I guess it must have been fed by someone. I am pretty sure it was no animal caretaker, as I should have none in my fortress. [[User:Qwertyu|Qwertyu]] 21:04, 4 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Update: The pet owner really feeds pets. I just saw him walk to his pet with a &amp;quot;give food&amp;quot; job active. Where would be the best place to put this info? Here (pets need not be pastured) or under pet? [[User:Qwertyu|Qwertyu]] 18:47, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starving water buffalo ==&lt;br /&gt;
&lt;br /&gt;
I had a water buffalo starve to death for some reason, despite it being in a pasture with plenty of grass (that it appeared to be eating).  With a grazer value of sixty, it should easily be able to feed itself, no?  Any idea what might have gone wrong? [[Special:Contributions/99.251.236.39|99.251.236.39]] 01:18, 18 April 2011 (UTC)&lt;br /&gt;
:I had a massive pasture (max size, but theres a couple of farm plots in it) assigned to about 50 animals, out of these maybe 3-4 were Water Buffaloes. After a while , I saw that many animals were hungry and transferred the water buffaloes to another pasture. Then the remaining 45+ animals all became satisfied (and this includes horses, donkeys, llamas, alpacas, cows, reindeer, mules, sheep and pigs). On the other hand a couple of water buffaloes, despite having a dedicated, untouched pasture to themselves, starved. The ones that survive are permanently hungry. I think this is the way they are built. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:38, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Self serve ==&lt;br /&gt;
anyone know if animals will feed themselves outside of a pasture? or will they just starve to death?[[User:Cpad|Cpad]] 04:01, 2 May 2011 (UTC)&lt;br /&gt;
:I haven't explicitly confirmed it, but I believe they will if they happen to be standing on grass for other reasons. If they're just congregating with dwarves in a meeting area with no grass then they will starve to death even with grass a few tiles away, but if they happen to be milling around in some place with grass they will eat even if there's no pasture zone there. --[[User:Ral|Ral]] 05:33, 2 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overcrowding ==&lt;br /&gt;
&lt;br /&gt;
I've just added a section to the article titled Overcrowding.  It seems like it's worth mentioning beyond just here on the talk page.  But, it's a very slim section right now.  My hope is that someone has done some experimenting or has more details and will expand it.  From my own experience, all I can add is that I've seen tame animals even attack my dwarves.  I assume this was due to overcrowding angst.  If others can verify, that could be added. [[User:Vitriolum|Vitriolum]] 01:02, 3 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pasture&amp;diff=149877</id>
		<title>v0.31:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pasture&amp;diff=149877"/>
		<updated>2011-06-03T00:59:24Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: Added fact that animals will eat fungus or moss indoors; Added section on overcrowding that others will hopefully flesh out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 25 February 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Pastures are a feature that was released with version 0.31.19 and are {{L|activity zone}}s that the player creates to hold animals, especially grazing animals.  Herbivorous animals now require grass to graze upon, and larger creatures require a greater amount of grass to feed themselves.&lt;br /&gt;
&lt;br /&gt;
Grazing animals use the [GRAZER:&amp;lt;value&amp;gt;] token to signify how much grass they need to eat.  This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass.  A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value.&lt;br /&gt;
&lt;br /&gt;
Animals which graze are typically good livestock candidates, and the larger the creature, the more meat they produce, but the more grass they need to consume.&lt;br /&gt;
&lt;br /&gt;
It is believed that each {{L|time}} unit adds one point to hunger.  An animal takes an average of one turn per ten time units, and so a creature of standard speed and agility with [GRAZER:10] would have to eat grass on every single one of its turns just to stave off starvation.  Since it takes another turn just to move to the next tile to graze, anything with [GRAZER:20] or less is completely incapable of feeding itself enough grass, even if enough is available.  Because of this, the larger creatures like dralthas are virtually impossible to keep fed, and elephants are incapable of feeding themselves fast enough to stave off starvation.&lt;br /&gt;
&lt;br /&gt;
Animals do not need to graze to assign them to pastures. You can also assign pastures inside and use them to put animals that do not need to eat in certain areas.  If there is fungus or moss on your indoor floors the animals will consume that in place of grass.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer Amount&lt;br /&gt;
! Creature Size&lt;br /&gt;
! Milkable&lt;br /&gt;
! Shearable&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Elephant}}&lt;br /&gt;
| 12&lt;br /&gt;
| 5,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Rhinoceros}}&lt;br /&gt;
| 20&lt;br /&gt;
| 3,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Giant moose|Giant Bull Moose}}&lt;br /&gt;
| 23&lt;br /&gt;
| 4,257,750&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Draltha}}&lt;br /&gt;
| 24&lt;br /&gt;
| 2,500,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Giant moose|Giant Moose Cow}}&lt;br /&gt;
| 38&lt;br /&gt;
| 2,554,650&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Water buffalo}}&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Giraffe}}&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Yak}}&lt;br /&gt;
| 85&lt;br /&gt;
| 700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gigantic panda}}&lt;br /&gt;
| 92 (see below)&lt;br /&gt;
| 1,160,900&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cow}}&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Unicorn}}&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Moose|Bull Moose}}&lt;br /&gt;
| 114&lt;br /&gt;
| 525,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Horse}}&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Camel}} (both)&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Giant capybara}}&lt;br /&gt;
| 133&lt;br /&gt;
| 523,350&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Mule}}&lt;br /&gt;
| 150&lt;br /&gt;
| 400,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Moose|Cow Moose}}&lt;br /&gt;
| 190&lt;br /&gt;
| 315,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Donkey}}&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Elk}}&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Muskox}}&lt;br /&gt;
| 210&lt;br /&gt;
| 285,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Llama}}&lt;br /&gt;
| 333&lt;br /&gt;
| 180,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Deer}}&lt;br /&gt;
| 428&lt;br /&gt;
| 140,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Reindeer}}&lt;br /&gt;
| 461&lt;br /&gt;
| 130,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Panda}}&lt;br /&gt;
| 462 (see below)&lt;br /&gt;
| 130,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Warthog}}&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Elk bird}}&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Alpaca}}&lt;br /&gt;
| 857&lt;br /&gt;
| 70,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Pig}}&lt;br /&gt;
| 1,000&lt;br /&gt;
| 60,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Sheep}}&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Goat}}&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Mountain goat}}&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Capybara}}&lt;br /&gt;
| 1,333&lt;br /&gt;
| 45,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gazelle}}&lt;br /&gt;
| 3,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Hoary marmot}}&lt;br /&gt;
| 6,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Groundhog}}&lt;br /&gt;
| 20,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cavy}}&lt;br /&gt;
| 75,000&lt;br /&gt;
| 800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Rabbit}}&lt;br /&gt;
| 120,000&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Panda only eat bamboo. They will starve without it.&lt;br /&gt;
&lt;br /&gt;
=Overcrowding=&lt;br /&gt;
It is possible to overcrowd a pasture.  Animals may become enraged and start fights.  This is similar to a dwarf throwing a {{L|tantrum}} and can be solved by enlarging your pasture or keeping fewer animals in it.&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149863</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149863"/>
		<updated>2011-06-02T15:32:46Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Garbage Dump */  Copy editing in Notes section... still needs work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.&lt;br /&gt;
&lt;br /&gt;
Only tiles '''adjacent''' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.&lt;br /&gt;
&lt;br /&gt;
:Notes&lt;br /&gt;
* Garbage dumps are great space savers because they can hold an infinite number of items on one tile. If the dump is designated inside a workshop, the workshop will not become cluttered.&lt;br /&gt;
* It may be a good idea, to set a garbage dump in a stone workshop, then fill it with nearby stones. Reclaim them {{k|d}}{{k|b}}{{k|c}}, but make sure, that your dwarfs will not haul them into a far stone stockpile.&lt;br /&gt;
* However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per the intended behavior, items will be dumped into the magma.&lt;br /&gt;
* If you designate an area {{k|d}}{{k|b}}{{k|d}} to dump, everything in that area will be dumped starting with the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven flour, then both the barrel, bag, and flour will be designated for dump, and the order will be: flour (you will lose any milled plant / liquid if hauled from the container), bag, barrel.&lt;br /&gt;
* If you want to quickly sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one {{k|k}}{{k|d}}), and all your barrels are inside the garbage dump, you can area dump it {{k|d}}{{k|b}}{{k|d}} making your dwarfs to run much less. (Technically they should just stay still, and unload the contents). After you have finished (and redesignated your new plant specific stockpiles), claim your plants and barrels {{k|d}}{{k|b}}{{k|c}}.&lt;br /&gt;
* If you designate items for dumping, but forget to mark an active garbage dump, your dwarfs will continue hauling / using the item, until an active garbage dump is marked.&lt;br /&gt;
&lt;br /&gt;
== Pen/{{L|Pasture}} ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically.  As of version .31.19, many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[Catsplosion|catsplosions]].&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond through the {{k|P}} menu.  A dwarf will lead the beast to the ramp or hole and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures).&lt;br /&gt;
&lt;br /&gt;
Note that not all hostile creatures can safely be dragged to a pit opening. Large creatures and thieves/snatchers will escape on being released from their cage. See {{L|Mass pitting}} for more information on pit design involving hostile creatures.&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
Specifying a pond zone is one technique used for {{L|irrigation}}, in order to make {{L|mud}} for {{L|farming}} on areas without soil.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the [[ceramic industry|ceramics industry]].&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=149757</id>
		<title>v0.31:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=149757"/>
		<updated>2011-05-30T20:35:04Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: link &amp;quot;soap&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:20, 9 June 2010 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor = Cleaning&lt;br /&gt;
| tasks =&lt;br /&gt;
* Clean&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Cleaning''' is a type of {{l|labor}} used by dwarves in order to clean tiles. In order for dwarves to perform this task, it must be enabled inside the labor menu's Other Jobs tab. Cleaning is enabled by default in all dwarves.&lt;br /&gt;
&lt;br /&gt;
Though dwarves clean interior and non-muddied subterranean floors, they will not clean outside, and can track {{L|blood}}, ichor, and various hostile extracts across floors. Dwarves do clean melted ice off the beautiful {{L|ice|frozen}} (Inside) ground when ice melts in places where ice does melt. {{L|Rain}} will clean any tiles exposed to it (typically outdoors tiles,) and natural or generated {{L|mist}} will clean any creature passing through it and gradually wash the tile it is in.&lt;br /&gt;
&lt;br /&gt;
Defining a meeting area might get the dwarves to clean that area more often.  An effective way to get an area clean is to select a dwarf for the task, remove all their professions except Cleaning, and assign them to a small {{L|burrow}} designated around the area to be cleaned.  Burrowing a dwarf with only Cleaning assigned will keep an area much cleaner than it would remain on its own.&lt;br /&gt;
&lt;br /&gt;
Dwarves with the Cleaning skill enabled occasionally clean themselves, using any water source, and {{L|soap}} if available (see bug below.) Any blood and other substances will be washed to the floor to spread to other dwarves and animals; barefoot creatures, like animals, children, and many dwarves, can become afflicted with possibly poisonous substances washed off another's body, clothing or weapons. A grating beneath the dwarf will permit washed substances to drain.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*There is currently a bug leading to spam of messages &amp;quot;cannot clean self&amp;quot; whenever soap is available; the only known workaround is to ensure that all of your soap is stored in chests in your hospital.&lt;br /&gt;
*&amp;quot;Clean&amp;quot; job uses underground/aboveground instead of inside/outside to determine what gets cleaned{{bug|1140}}&lt;br /&gt;
*Cleaning labor is not working{{bug|425}}&lt;br /&gt;
==Cleaning Your Dwarfs==&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Bathtub.PNG|thumb|right|A simple Dwarven Bathtub constructed out of {{L|microcline}}.  For style points, construct the ramps out of soap.]]&lt;br /&gt;
&lt;br /&gt;
Given the number of diseases carried by forgotten beasts and the risks of infection, it's a good idea to try to keep your dwarves clean.  This can be accomplished in a number of ways, such as by creating a {{L|waterfall}} in an area that your dwarves will walk through, or using complex [http://www.bay12forums.com/smf/index.php?topic=34407.0 mist generation schemes].  Perhaps the simplest way of all, though, is to make a [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]]:  just make a {{L|channel}} and fill it with 3/7 water via a {{L|Activity_zone#Pit.2FPond|pond zone}}, being careful to remove or deactivate the zone before it gets too full.  If you do it outdoors in one of the warmer biomes, build a roof over it so that the water tiles become {{DFtext|Inside|6:0}} to prevent evaporation.  Be careful not to put these outside in any biome which freezes, because freezing water will kill anyone in the tub when it freezes over.  They should be safe from freezing so long as all the tiles with water show up as {{DFtext|Subterranean|0:1}} when you look at them.  The warmer biomes don't have this worry.&lt;br /&gt;
&lt;br /&gt;
One of these across each fortress entrance, each cavern entrance and the hospital entrance will go a long way towards keeping contamination under control.  If you need to clean specific civilian dwarves, create a lever that does nothing at the end of a hallway on the far side of a Dwarven Bathtub, assign the lever to that dwarf (this part requires a {{L|Manager}} noble), and order the lever to be pulled.  This also works to clean contaminated pets, if you find the pet owner and order them to pull the lever. Unowned animals, of course, can just be butchered or thrown into the tub (change your pond zone to a pit zone and drop them in). Military dwarves can simply be stationed on the other side of the tub.&lt;br /&gt;
&lt;br /&gt;
{{labors}}&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=149400</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=149400"/>
		<updated>2011-05-20T02:08:37Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Kidnapping */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age displayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had immigrants bringing their 2 month old CHILDREN. They were not babys and were in fact, treated like real children, despite the fact that theyre just 2 months old. --[[User:Niggy|Niggy]] 22:30, 29 May 2010 (UTC)&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, I'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage built, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? In fact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on its own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;br /&gt;
::From what I've read, babies don't actually attempt to DO anything unless their mom actually DIES.  At which point, they'll attempt to suicide.  If they grow into a child before they succeed, then they're fine;  otherwise, they're dead.  The &amp;quot;cancels Clean Self: Too insane&amp;quot; spam is a result of how babies are implemented - a variation of the insanity code, I gather. So if the mom isn't actually dead, they'll just wander hither and yon and wait to grow up. So go ahead and write it up - just remember to use the Shift key properly. --[[User:DeMatt|DeMatt]] 18:10, 29 May 2010 (UTC)&lt;br /&gt;
:it says on this very article that they 'Often crawl to the dining hall or attempt to harvest plants/deconstruct walls.', which i personally have never seen, but i can believe it after the galavanting those two dwarven babies did.. i shall add a brief note--[[User:DJ Devil|DJ Devil]] 02:37, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Children Jobs - Levers and Hauling stuff to the Depot==&lt;br /&gt;
&lt;br /&gt;
The page listed jobs that children do as pulling levers and taking stuff to the depot.  I don't think these are correct - I've never seen them and I have ~100 kids in my current fortress.  If they are correct, though, please put these two back in. --[[User:Kwieland|Kwieland]] 04:36, 4 June 2010 (UTC)&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
:I could've told you that children didn't pull levers - I've personally confirmed that they don't do that in 40d ''or'' 23a, and it's why I put the Verify tag on it in the first place. If bringing stuff to the depot is also off-limits to children in 0.31, I'm guessing it's also that way in older versions as well. --[[User:Quietust|Quietust]] 12:34, 4 June 2010 (UTC)&lt;br /&gt;
::My experience is only 40d on.  I know they don't take stuff to the depot in 40d. After a child harvests a plant, they do get a &amp;quot;store item in stockpile&amp;quot;. I think someone may have seen that and confused the two.--[[User:Kwieland|Kwieland]] 16:51, 4 June 2010 (UTC)&lt;br /&gt;
:: also kids can deconstruct things like walls and floors. --[[User:TomiTapio|TomiTapio]] 02:01, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Do children suffer any penalties swimming in 4/7 water? You know, since they're shorter and the water may go above their heads. How about mothers carrying babies in their arms- any swimming penalties or drowning chances?&lt;br /&gt;
&lt;br /&gt;
:I don't know about 4/7, but I know 7/7 will make a mother drop their baby.--[[User:Kwieland|Kwieland]] 23:55, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birth after death? ==&lt;br /&gt;
&lt;br /&gt;
I might be mistaken, but I'm pretty sure a baby was born after it's mother died. Because, maybe a month after a woman came with her only son, and no husband with her(probably died?) she was killed in a battle with goblins. Then, about a month after that, I noticed a baby that said she was it's mother with her son it's brother. The problem was that it was only two days old...when she had been dead for a while...is this a bug or am I maybe completely off when she died? --[[User:Ullallulloo|Ullallulloo]] 03:04, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just confirmed that the baby was born 7-8 months after his mother died, and it's listed as a child, not a baby, at one month old now. I'm not sure it was like that when it was born. It acts just like a child too. He's currently gathering plants. --[[User:Ullallulloo|Ullallulloo]] 03:18, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This bug has been reported - #2739[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2739].--[[User:Kwieland|Kwieland]] 11:36, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Triplets ==&lt;br /&gt;
&lt;br /&gt;
So one of my dwarves gave to birth 3 good for nothing babies at once.&lt;br /&gt;
&lt;br /&gt;
Announcement&lt;br /&gt;
[[File:Triplets.JPG]]&lt;br /&gt;
&lt;br /&gt;
The mother's tought:&lt;br /&gt;
[[File:Triplets1.JPG]]&lt;br /&gt;
&lt;br /&gt;
As for the father, his tought is:&lt;br /&gt;
&amp;quot;He became a parent of triplets recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also the mother, having 2 arms can carry 3 babies.--[[User:Brakarg|Brakarg]] 18:13, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children and burrows ==&lt;br /&gt;
&lt;br /&gt;
children assigned to burrows seem to leave the burrow to follow their mothers into danger rooms.--[[Special:Contributions/99.111.154.190|99.111.154.190]] 02:39, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ponds ==&lt;br /&gt;
&lt;br /&gt;
Do children actually fill ponds? --[[User:Quietust|Quietust]] 18:17, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Childbirth during strange mood ==&lt;br /&gt;
Recently a dwarven female decided she should get a strange mood. during this strange mood she requested items that did not exist on my map (gems and the like).&amp;lt;br /&amp;gt;&lt;br /&gt;
Unable to fulfill her request, I surrounded her workshop with walls and left her until she calmed down (I've had too many bad experiences with mad dwarves). Anyway she gave birth while she was in her mood, and she did not cancel her mood to retrieve the baby. I opened the door that I left for the mother to leave by, but only the baby crawled out.&amp;lt;br /&amp;gt;&lt;br /&gt;
It seems that strange moods are an overriding factor in dwarven parenting.&lt;br /&gt;
: What kind of strange mood fail status was it? Insanity, berserk or melancholy? --[[Special:Contributions/84.46.82.189|84.46.82.189]] 14:52, 9 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eating habits ==&lt;br /&gt;
I've disabled the eating of plump helmets- but a child actually went and started eating one (I saw the purple spade next to the kid). Looking at the &amp;quot;v &amp;gt; p:Prf&amp;quot; screen, it says &amp;quot;A child does as it pleases!&amp;quot;. Does this mean children are exempt to some rules of society? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 15:41, 7 May 2011 (UTC)&lt;br /&gt;
:I know they don't follow burrow orders.--[[User:Kwieland|Kwieland]] 00:27, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nevermind. All dwarves eat raw plump helmets anyways. --[[Special:Contributions/71.180.66.233|71.180.66.233]] 20:17, 19 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kidnapping ==&lt;br /&gt;
&lt;br /&gt;
Since children can be kidnapped by Snatchers, it might be worth discussing that a bit here.  If not, at least link to the snatcher article someplace on this article.  I know next to nothing on the topic, so I'm just leaving a note here. [[User:Vitriolum|Vitriolum]] 02:08, 20 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Traffic&amp;diff=149340</id>
		<title>v0.31:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Traffic&amp;diff=149340"/>
		<updated>2011-05-18T01:19:07Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible, using these designations you can force them to take a different route. This way you can set up for example main hallways or rarely used side corridors. Only your dwarves will obey your traffic designations, and then only when they can.  If a {{L|job}} requires that they go into a restricted zone, they will.  Other {{L|creature}}s will not recognize your traffic designations, and even {{L|domestic animal}}s or {{L|caravan}}s will follow their own pathing.&lt;br /&gt;
&lt;br /&gt;
Traffic designations can't solve all traffic problems. Though, some issues can be prevented by good {{L|Design strategies|fortress design}}. For example, you might make hallways that are likely to be busy two or more tiles wide, and place {{L|stockpile|stockpiles}} close to relevant {{L|workshop|workshops}}. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead {{L|Tree|sapling}}s or {{L|shrub}}s and quickly exposing bare {{L|soil}}. This may be desirable as {{L|tree}}s block dwarves' and {{L|caravan}}s' paths, but unchecked traffic may trample entire areas of {{L|forest}} regrowth. &lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change the default values in {{L|init.txt}}, or per-fortress values with {{K|d}}{{K|o}}.&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any {{L|water}} source in a {{L|biome}} with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get {{L|thought|disturbed}} if they walk through a {{L|butcher's shop}} and see an animal being slaughtered, so you may wish to designate the shop as Restricted.&lt;br /&gt;
*Setting restricted traffic areas over undisturbed {{L|cloth|webs}} is a good way to prevent dwarves from destroying them. &lt;br /&gt;
* If an area occasionally gets {{L|flood}}ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting High traffic areas along {{L|road|roads}} outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a {{L|ballista}}'s firing arrow originates.  This will prevent tragic {{L|siege}} training accidents.  Note that {{L|Pet|pets}} can and will be killed by firing ballista even if movement is restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a {{L|dwarf}} from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider {{L|wall|walls}}.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
== Using Traffic Areas to Improve Framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Path}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Traffic&amp;diff=149339</id>
		<title>v0.31:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Traffic&amp;diff=149339"/>
		<updated>2011-05-18T01:18:20Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: Editing for clarity and ease in 2nd para.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible, using these designations you can force them to take a different route. This way you can set up for example main hallways or rarely used side corridors. Only your dwarves will obey your traffic designations, and then only when they can.  If a {{L|job}} requires that they go into a restricted zone, they will.  Other {{L|creature}}s will not recognize your traffic designations, and even {{L|domestic animal}}s or {{L|caravan}}s will follow their own pathing.&lt;br /&gt;
&lt;br /&gt;
Traffic designations can't solve all traffic problems. Though, some of issues can be prevented by good {{L|Design strategies|fortress design}}. For example, you might make hallways that are likely to be busy two or more tiles wide, and place {{L|stockpile|stockpiles}} close to relevant {{L|workshop|workshops}}. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead {{L|Tree|sapling}}s or {{L|shrub}}s and quickly exposing bare {{L|soil}}. This may be desirable as {{L|tree}}s block dwarves' and {{L|caravan}}s' paths, but unchecked traffic may trample entire areas of {{L|forest}} regrowth. &lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change the default values in {{L|init.txt}}, or per-fortress values with {{K|d}}{{K|o}}.&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any {{L|water}} source in a {{L|biome}} with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get {{L|thought|disturbed}} if they walk through a {{L|butcher's shop}} and see an animal being slaughtered, so you may wish to designate the shop as Restricted.&lt;br /&gt;
*Setting restricted traffic areas over undisturbed {{L|cloth|webs}} is a good way to prevent dwarves from destroying them. &lt;br /&gt;
* If an area occasionally gets {{L|flood}}ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting High traffic areas along {{L|road|roads}} outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a {{L|ballista}}'s firing arrow originates.  This will prevent tragic {{L|siege}} training accidents.  Note that {{L|Pet|pets}} can and will be killed by firing ballista even if movement is restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a {{L|dwarf}} from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider {{L|wall|walls}}.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
== Using Traffic Areas to Improve Framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Path}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=149314</id>
		<title>v0.31:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=149314"/>
		<updated>2011-05-17T02:34:46Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Related Bugs */  add mention of DFHack utility that fixes abandoned, owned items that generate miasma.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:14, 1 April 2011 (UTC)}}&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|500px|right]]&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Miasma''' is a cloud of purple stench that makes your {{l|dwarves}} unhappy. It only occurs in subterranean areas, and is caused by rotting items. It does not pass through dwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rotten Items ==&lt;br /&gt;
&lt;br /&gt;
A '''rotten''' item is a corpse, body part or an item of food that has spoiled, either from not being in a stockpile (if food) or just over time (if a corpse/body part).&lt;br /&gt;
&lt;br /&gt;
Often a job in a {{L|kitchen}}, {{L|still}} or {{L|farmer's workshop}} will be canceled with the announcement &amp;quot;''...needs '''unrotten''' (item)''&amp;quot;.  That doesn't mean you only have rotten ones, it means there is not an appropriate item that is available. Items that are {{L|forbid}}den, marked for {{L|dump}}ing, or that have no {{L|path}} will be disregarded for workshop tasks.&lt;br /&gt;
&lt;br /&gt;
Body parts of living dwarves may also be marked as &amp;quot;rotten&amp;quot;.  This has been observed to occur after exposure to the blood of certain forgotten beasts.  The afflicted body part produces miasma from time to time.&lt;br /&gt;
&lt;br /&gt;
== Avoiding Miasma ==&lt;br /&gt;
&lt;br /&gt;
To avoid miasma, either keep anything rotten outside or alternatively have an inside {{l|refuse}} pile on its own in a room with several {{l|door}}s; this should halt the miasma's advance (although the room itself will still stink up). It will also not spread diagonally, so one possible solution is to have the only entrance be diagonal.&lt;br /&gt;
&lt;br /&gt;
Another option is to have a long garbage chute where refuse is {{l|dump}}ed down. If it is long enough the miasma will not be able to reach all the way to the top, preventing your dwarves from getting unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
A creative way of constructing garbage chutes is to separate the garbage area and dumping area (where dwarves are) with {{l|hatch}}es linked to a {{l|pressure plate}}. That way garbage will land on the hatch, which will open (triggered by dwarf returning to his duties stepping on a plate), letting it fall down and then close, keeping all the miasma inside. This allows one to construct a short, yet non-smelly chute.&lt;br /&gt;
&lt;br /&gt;
Another option for a short non-smelly chute is to let the chute be seperated diagonally from the dumping square(s). Since miasma does not travel &lt;br /&gt;
across corners, this allows a chute stretching across 2 z-levels to be completly miasma free, without needing additional mechanisms.&lt;br /&gt;
&lt;br /&gt;
 Example #1&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Wall&lt;br /&gt;
 WWWWWOW   .=Floor&lt;br /&gt;
 .....WW   O=Channel&lt;br /&gt;
 WWWWWWW&lt;br /&gt;
&lt;br /&gt;
 Example #2&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Regular Wall                         .=Regular floor&lt;br /&gt;
 WWWWMQW   M=Wall with dumping zone&lt;br /&gt;
 ....--W   Q=Channel with dumping zone&lt;br /&gt;
 WWWWWWW   -=Floor with dumping zone&lt;br /&gt;
&lt;br /&gt;
== Related Bugs ==&lt;br /&gt;
&lt;br /&gt;
Note that all versions of DF2010 have a bug in which dwarves interrupted in the middle of a meal will abandon their food, and food abandoned in this manner can never be interacted with (picked up, stored, or dumped) by any dwarf ever again, including the dwarf who abandoned it. {{Bug|1299}} If the food is abandoned underground, it will eventually begin generating miasma. This is an especially frequent occurrence with soldiers, who will often be interrupted while consuming their rations when a training class begins.&lt;br /&gt;
&lt;br /&gt;
The utility {{L|Utilities#DFHack|DFHack}} includes a command line tool, dfcleanowned, to clear ownership and dump all owned items that are on the floor or rotting. This can help if you're dealing with miasma from this bug.&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=149279</id>
		<title>v0.31:Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=149279"/>
		<updated>2011-05-16T02:00:24Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Using */ add note regarding disarming captives with link to appropriate section of appropriate article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:11, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mass Pitting''' refers to {{L|Activity_zone#Pit.2FPond|pitting}} many {{L|cage}}d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in {{L|Trap#Cage_Trap|cage traps}} in minimal time.&lt;br /&gt;
&lt;br /&gt;
=Mass Pitting System=&lt;br /&gt;
:Also called the '''Mass Cage Recycling System'''.&lt;br /&gt;
Here's a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
#Dig out a room and another room of at least the same size directly below it.&lt;br /&gt;
#In the upper room channel out 6 openings into the lower room which are spaced exactly 2 tiles away from each other.&lt;br /&gt;
#Build floor hatches and place them over all of the openings.&lt;br /&gt;
#Place one big animal stockpile over the room such that every tile in the stockpile is adjacent (orthogonally and diagonally) to one of the hatches. Disable empty cages on the stockpile.&lt;br /&gt;
#Create '''one''' large {{L|Activity_zone#Pit.2FPond|pit zone}} that covers '''all''' of the openings such that all of them are part of the same pit zone.&lt;br /&gt;
#Disable all other animal stockpiles except for one empty-cage-only stockpile somewhere.&lt;br /&gt;
#Close the lower room off, fill it with traps, your military, turn it into a flood chamber, an arena, a 50 z-level pit, put a live dragon in it, or whatever sadistic sort of thing you want. This lower room is where the creatures will end up, so you get the idea.&lt;br /&gt;
&lt;br /&gt;
The top room should end up looking like this:&lt;br /&gt;
&lt;br /&gt;
:{| style=&amp;quot;border-spacing: 0; margin: 0.1em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| style=&amp;quot;margin: 0.1em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{Tile|&amp;amp;#61;|7:0:0}} is the stockpile&lt;br /&gt;
|-&lt;br /&gt;
|{{Tile|¢|0:6:0}} is a hatch cover&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bottom room can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling.&lt;br /&gt;
&lt;br /&gt;
Obviously you can scale up the top part with more or fewer hatch openings to get larger or smaller stockpile areas, but with six hatches you can empty out 48 cages very quickly, without spooking dwarves, which is enough for many people.&lt;br /&gt;
&lt;br /&gt;
==Using==&lt;br /&gt;
:'''Warning!''' &amp;quot;Thief&amp;quot; type creatures, flyers, or large creatures like titans will escape using this system. If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area.&lt;br /&gt;
&lt;br /&gt;
Before pitting your captives, you may wish to {{L|Cage#How_to_disarm_hostiles_in_cages|disarm them}} -- depending on what you've built for them to fall into.&lt;br /&gt;
&lt;br /&gt;
Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below and with all cages directly adjacent to pits creatures can be dumped in instantly without having to be lead around.&lt;br /&gt;
&lt;br /&gt;
A mass of dwarves will pile into the room, pit the creatures at the about same time, and haul the empty cages off to your empty cage stockpile. The poor hostile creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide/Stockpiles&amp;diff=149124</id>
		<title>v0.31:Quickstart guide/Stockpiles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide/Stockpiles&amp;diff=149124"/>
		<updated>2011-05-12T17:29:33Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: change link to main guide to template L since it is within same namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArticleVersion}}&lt;br /&gt;
&lt;br /&gt;
This page contains some additional details on customizing and optimizing your '''{{L|stockpiles}}''' using detailed stockpile settings. This isn't absolutely required, so to keep things simple it isn't included in the {{L|Quickstart guide|main guide}}.&lt;br /&gt;
&lt;br /&gt;
After you have things going pretty well, you may want to follow the advice on this page to make your {{L|food}}, {{L|alcohol|booze}} and {{L|seed}} stockpiles more efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Changing Stockpile Settings=&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|At a minimum keep corpses, refuse, stone and wood out of any &amp;quot;general use&amp;quot; stockpiles. Try to remember to disable/forbid types of things on general use stockpiles as you create more specific stockpiles for things.]]&lt;br /&gt;
After you have defined a stockpile, you can change what sort of items the stockpile accepts. To do this:&lt;br /&gt;
#Hit {{K|q}} (Set Building Tasks/Prefs)&lt;br /&gt;
#Place the cursor on the stockpile you want to change&lt;br /&gt;
#Press {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stockpile for Seeds Only=&lt;br /&gt;
Dig out a nook (2x2 is fine) near your farm plot(s) and create a custom stockpile that only accepts seeds. The easiest way to do this is to create a {{K|f}}ood stockpile in the nook, then exit the stockpile menu and hit {{K|q}}. Place the cursor on the stockpile, hit {{K|s}}, select Food, hit {{K|b}} for &amp;quot;block all&amp;quot;, then move to Food-&amp;gt;Seeds and hit {{K|p}} to permit seeds.&lt;br /&gt;
&lt;br /&gt;
You will need to go disable seeds on any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile.&lt;br /&gt;
&lt;br /&gt;
Keeping all your seeds stockpiled near your farm will let your farming dwarves spend more time farming and less time hauling seeds around.&lt;br /&gt;
&lt;br /&gt;
=Dining Area Stockpiles=&lt;br /&gt;
[[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]]&lt;br /&gt;
This will give you some help optimizing stockpiles for your dining and food production areas. You should have:&lt;br /&gt;
*A stockpile around your {{L|still}}&lt;br /&gt;
*A stockpile around your {{L|kitchen}}&lt;br /&gt;
*A general food storage stockpile in a food storage room&lt;br /&gt;
&lt;br /&gt;
For the '''still stockpile''', customize the stockpile as follows:&lt;br /&gt;
*'''{{K|e}}nable Food and Furniture''' - select each one and hit {{K|e}} for enable.&lt;br /&gt;
*'''{{K|d}}isable other top-level categories'''&lt;br /&gt;
*'''{{K|f}}orbid all subtypes of Food except Plants''' - You can also select Food, hit {{K|b}} for Block All, then move to Food-&amp;gt;Plants and press {{K|p}} for Permit.&lt;br /&gt;
*'''Forbid all subtypes of furniture except''' Furniture-&amp;gt;Type-&amp;gt;barrels and Furniture-&amp;gt;Type-&amp;gt;Large Pots/Food Storage (The latter of which is at the bottom of the list. Keep scrolling down.)&lt;br /&gt;
*'''Make sure &amp;quot;prepared food&amp;quot; is turned off for this storage area''' - select Food and press {{K|u}} (see lower right where it says {{DFtext|u: Prepared Food}})&lt;br /&gt;
*Now hit {{K|Esc}} to exit the custom settings.&lt;br /&gt;
&lt;br /&gt;
For the '''kitchen stockpile''', use the same commands but:&lt;br /&gt;
*'''Enable Food'''&lt;br /&gt;
*'''Disable other top-level categories''' if they aren't already disabled.&lt;br /&gt;
*'''Disable Prepared food''' - go to Food and press {{K|u}}.&lt;br /&gt;
*'''Forbid Plants''' - select Food-&amp;gt;Plants and press {{K|f}} for Forbid. (You want your brewers to get first shot at the plants so keep them away from the kitchen and close to the still.)&lt;br /&gt;
*'''Forbid Seeds''' - as with plants, select Food-&amp;gt;Seeds and hit {{K|f}}.&lt;br /&gt;
&lt;br /&gt;
'''For the main food storage room''', enable only Food and forbid Seeds. Leave prepared food and other food types as permitted.&lt;br /&gt;
&lt;br /&gt;
'''For your custom general use stockpile''' (the one on the ground floor) use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food and also forbid (under Furniture-&amp;gt;Type) barrels and large pots. This will cause these things to get moved to your new stockpiles.&lt;br /&gt;
&lt;br /&gt;
This way your still will have easy access to the plants needed to create alcohol, your kitchen will be near the ingredients used in creating meals, and your food storage room will keep the ready-to-eat food near the dining hall.&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vitriolum&amp;diff=149116</id>
		<title>User talk:Vitriolum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vitriolum&amp;diff=149116"/>
		<updated>2011-05-12T13:57:54Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: sig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings, and thanks for the contributions. I thought I would mention that there is something unusual about this wiki due to the way it uses namespaces. Because of this you normally want to use the L template like &amp;lt;nowiki&amp;gt;{{L|Pagename}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;[[Pagename]]&amp;lt;/nowiki&amp;gt;. This is because the same page name is used in different namespaces to represent documentation on the same subject for different versions of the game. See [[Dwarf Fortress Wiki:Versions]] for detailed info, but the short answer is basically to use the L template when you don't need to refer to a specific namespace. That way &amp;lt;nowiki&amp;gt;{{L|Pagename}}&amp;lt;/nowiki&amp;gt; will automatically get converted to &amp;lt;nowiki&amp;gt;[[DF2010:Pagename]]&amp;lt;/nowiki&amp;gt;. Using &amp;lt;nowiki&amp;gt;[[Pagename]]&amp;lt;/nowiki&amp;gt; will actually work in the short term, but may break in the future and is less efficient because it ends up using a redirect from the main namespace. --[[User:Ral|Ral]] 03:01, 12 May 2011 (UTC)&lt;br /&gt;
:Thanks, Ral.  I understand to an extent, but didn't find much documentation on the L template.  I'll do my best and trust that folks will help me along.  Links have been revised at [[DF2010:Quickstart_guide/Stockpiles]]. [[User:Vitriolum|Vitriolum]] 13:57, 12 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vitriolum&amp;diff=149115</id>
		<title>User talk:Vitriolum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vitriolum&amp;diff=149115"/>
		<updated>2011-05-12T13:57:24Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: response to Ral&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings, and thanks for the contributions. I thought I would mention that there is something unusual about this wiki due to the way it uses namespaces. Because of this you normally want to use the L template like &amp;lt;nowiki&amp;gt;{{L|Pagename}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;[[Pagename]]&amp;lt;/nowiki&amp;gt;. This is because the same page name is used in different namespaces to represent documentation on the same subject for different versions of the game. See [[Dwarf Fortress Wiki:Versions]] for detailed info, but the short answer is basically to use the L template when you don't need to refer to a specific namespace. That way &amp;lt;nowiki&amp;gt;{{L|Pagename}}&amp;lt;/nowiki&amp;gt; will automatically get converted to &amp;lt;nowiki&amp;gt;[[DF2010:Pagename]]&amp;lt;/nowiki&amp;gt;. Using &amp;lt;nowiki&amp;gt;[[Pagename]]&amp;lt;/nowiki&amp;gt; will actually work in the short term, but may break in the future and is less efficient because it ends up using a redirect from the main namespace. --[[User:Ral|Ral]] 03:01, 12 May 2011 (UTC)&lt;br /&gt;
:Thanks, Ral.  I understand to an extent, but didn't find much documentation on the L template.  I'll do my best and trust that folks will help me along.  Links have been revised at [[DF2010:Quickstart_guide/Stockpiles]].&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide/Stockpiles&amp;diff=149114</id>
		<title>v0.31:Quickstart guide/Stockpiles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide/Stockpiles&amp;diff=149114"/>
		<updated>2011-05-12T13:53:17Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: changed links to use Template:L, except for link to quickstart guide which includes explicit namespace.  (I'm learning!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArticleVersion}}&lt;br /&gt;
&lt;br /&gt;
This page contains some additional details on customizing and optimizing your '''{{L|stockpiles}}''' using detailed stockpile settings. This isn't absolutely required, so to keep things simple it isn't included in the [[DF2010:Quickstart guide|main guide]].&lt;br /&gt;
&lt;br /&gt;
After you have things going pretty well, you may want to follow the advice on this page to make your {{L|food}}, {{L|alcohol|booze}} and {{L|seed}} stockpiles more efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Changing Stockpile Settings=&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|At a minimum keep corpses, refuse, stone and wood out of any &amp;quot;general use&amp;quot; stockpiles. Try to remember to disable/forbid types of things on general use stockpiles as you create more specific stockpiles for things.]]&lt;br /&gt;
After you have defined a stockpile, you can change what sort of items the stockpile accepts. To do this:&lt;br /&gt;
#Hit {{K|q}} (Set Building Tasks/Prefs)&lt;br /&gt;
#Place the cursor on the stockpile you want to change&lt;br /&gt;
#Press {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stockpile for Seeds Only=&lt;br /&gt;
Dig out a nook (2x2 is fine) near your farm plot(s) and create a custom stockpile that only accepts seeds. The easiest way to do this is to create a {{K|f}}ood stockpile in the nook, then exit the stockpile menu and hit {{K|q}}. Place the cursor on the stockpile, hit {{K|s}}, select Food, hit {{K|b}} for &amp;quot;block all&amp;quot;, then move to Food-&amp;gt;Seeds and hit {{K|p}} to permit seeds.&lt;br /&gt;
&lt;br /&gt;
You will need to go disable seeds on any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile.&lt;br /&gt;
&lt;br /&gt;
Keeping all your seeds stockpiled near your farm will let your farming dwarves spend more time farming and less time hauling seeds around.&lt;br /&gt;
&lt;br /&gt;
=Dining Area Stockpiles=&lt;br /&gt;
[[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]]&lt;br /&gt;
This will give you some help optimizing stockpiles for your dining and food production areas. You should have:&lt;br /&gt;
*A stockpile around your {{L|still}}&lt;br /&gt;
*A stockpile around your {{L|kitchen}}&lt;br /&gt;
*A general food storage stockpile in a food storage room&lt;br /&gt;
&lt;br /&gt;
For the '''still stockpile''', customize the stockpile as follows:&lt;br /&gt;
*'''{{K|e}}nable Food and Furniture''' - select each one and hit {{K|e}} for enable.&lt;br /&gt;
*'''{{K|d}}isable other top-level categories'''&lt;br /&gt;
*'''{{K|f}}orbid all subtypes of Food except Plants''' - You can also select Food, hit {{K|b}} for Block All, then move to Food-&amp;gt;Plants and press {{K|p}} for Permit.&lt;br /&gt;
*'''Forbid all subtypes of furniture except''' Furniture-&amp;gt;Type-&amp;gt;barrels and Furniture-&amp;gt;Type-&amp;gt;Large Pots/Food Storage (The latter of which is at the bottom of the list. Keep scrolling down.)&lt;br /&gt;
*'''Make sure &amp;quot;prepared food&amp;quot; is turned off for this storage area''' - select Food and press {{K|u}} (see lower right where it says {{DFtext|u: Prepared Food}})&lt;br /&gt;
*Now hit {{K|Esc}} to exit the custom settings.&lt;br /&gt;
&lt;br /&gt;
For the '''kitchen stockpile''', use the same commands but:&lt;br /&gt;
*'''Enable Food'''&lt;br /&gt;
*'''Disable other top-level categories''' if they aren't already disabled.&lt;br /&gt;
*'''Disable Prepared food''' - go to Food and press {{K|u}}.&lt;br /&gt;
*'''Forbid Plants''' - select Food-&amp;gt;Plants and press {{K|f}} for Forbid. (You want your brewers to get first shot at the plants so keep them away from the kitchen and close to the still.)&lt;br /&gt;
*'''Forbid Seeds''' - as with plants, select Food-&amp;gt;Seeds and hit {{K|f}}.&lt;br /&gt;
&lt;br /&gt;
'''For the main food storage room''', enable only Food and forbid Seeds. Leave prepared food and other food types as permitted.&lt;br /&gt;
&lt;br /&gt;
'''For your custom general use stockpile''' (the one on the ground floor) use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food and also forbid (under Furniture-&amp;gt;Type) barrels and large pots. This will cause these things to get moved to your new stockpiles.&lt;br /&gt;
&lt;br /&gt;
This way your still will have easy access to the plants needed to create alcohol, your kitchen will be near the ingredients used in creating meals, and your food storage room will keep the ready-to-eat food near the dining hall.&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=149093</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=149093"/>
		<updated>2011-05-12T01:37:10Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* User page request */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and looks like a +. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 27 March 2010 (UTC)&lt;br /&gt;
 Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
 Also, because there's no real reason not to have most of these redirects, it's silly to bother  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug in rate script ==&lt;br /&gt;
&lt;br /&gt;
There's a bug in [[User:Emi/review.js]] - it's always putting the exact same timestamp: &amp;quot;08:00, 22 May 2010 (UTC)&amp;quot;. --[[User:Quietust|Quietust]] 23:36, 5 August 2010 (UTC)&lt;br /&gt;
:Can't believe I didn't notice that before. It's fixed now. :) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:10, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The rating script stopped working for me. Could have something to do with maintenance? --[[User:MathFox|MathFox]] 16:49, 22 September 2010 (UTC)&lt;br /&gt;
:Specifically, it gets to &amp;quot;Getting token...&amp;quot; and then seems to hang. --[[User:Quietust|Quietust]] 17:44, 22 September 2010 (UTC)&lt;br /&gt;
::Oh, API probably wasn't re-enabled. Gotta wait for Briess on this one. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 19:33, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken quality tags ==&lt;br /&gt;
&lt;br /&gt;
The quality tags are no longer showing up in the right place - they show up in the upper-left corner of the article body (just below the title) instead of the upper-right corner of the page (aligned with the title). --[[User:Quietust|Quietust]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
:Currently quality tags show up in the upper-right corner for me. --[[User:Another|Another]] 10:57, 22 September 2010 (UTC)&lt;br /&gt;
::Yeah, they were stealth-fixed shortly after I posted this comment (and the reply was posted on my own user page rather than here). --[[User:Quietust|Quietust]] 12:39, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Confirm e-mail address throwing and error ==&lt;br /&gt;
&lt;br /&gt;
I got the following when trying to confirm my email address:&lt;br /&gt;
&lt;br /&gt;
''Confirm e-mail address&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
''Mailer returned: mailer error&lt;br /&gt;
&lt;br /&gt;
Thanks for your time and effort.  --[[User:Jwest23|Jwest23]] 14:41, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Main page is unavailable ==&lt;br /&gt;
&lt;br /&gt;
Does no one uses it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'd like to add that changing the version and creating the new Mirrors and Release Information pages don't work and show red links.&amp;lt;/s&amp;gt; Nvm, it works now --Dorf2&lt;br /&gt;
&lt;br /&gt;
== The Grimoire of Armok ==&lt;br /&gt;
&lt;br /&gt;
Hey, http://www.bay12forums.com/smf/index.php?topic=77327.0 is the topic this is based on.&lt;br /&gt;
&lt;br /&gt;
essentialy, were going to try make a Grimoire of Armok, and we need an online page for it to be stitched together and to eventualy host the completed version, do you mind if i use the Magma wiki? its a community work in progress, so i hope it can have a place on here.&lt;br /&gt;
&lt;br /&gt;
Best regards: Karakzon&lt;br /&gt;
 also whats with the 12:03, 15 February 2011 (UTC) thing?&lt;br /&gt;
&lt;br /&gt;
: I'm not completely sure if this is the sort of thing that belongs on dfwiki, let me get back to you on it, okay? Also, if you type exactly four tildes like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; it will create a signature that consists of a link to your user page and a timestamp, similar to this -&amp;gt; [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 04:08, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Release information/0.31.19 and Template:News/Mirrors/0.31.19 ==&lt;br /&gt;
&lt;br /&gt;
New version! Updated what I could, but that's stuff I can't. --[[User:Gamildum|Gamildum]] 15:16, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rails Project ==&lt;br /&gt;
&lt;br /&gt;
I'm experienced with rails (been using it a few years) and am interested in a dfwiki project&lt;br /&gt;
&lt;br /&gt;
[[User:JimboOmega|JimboOmega]] 19:18, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Went there, browsed around - it seems like a rails backed wiki without any real content (and a few of the familliar &amp;quot;something went wrong&amp;quot; rails pages).&lt;br /&gt;
&lt;br /&gt;
What are you looking for...?&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Looks pretty cool.  How can I help?  My email address is (my user name) @ gmail.com&lt;br /&gt;
&lt;br /&gt;
Can't discover your username and thus email address if you don't sign your post. :P [[User:Naros|Naros]] 21:05, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Posting here to request the creation of my user page, per the Site Announcements, primarily as a persistent workspace.  Thanks in advance [[User:Valkyrie|Valkyrie]] 22:05, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Requesting the creation of my user page. I'm going to use it as a workspace and reference source for details to my projects. Thankyou Kindly.&lt;br /&gt;
[[User:Jamesadelong|Jamesadelong]] 18:30 March 28 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
Please allow [[User:Mystara|Mystara]] to create a user page. I have extensive wiki markup experience and would love to be able to be a part of this community. Thank you.&lt;br /&gt;
[[User:Mystara|Mystara]] 23:10, 29 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bathtub ==&lt;br /&gt;
&lt;br /&gt;
I, err, don't play the ANSI version.  Only tried it once for about five minutes.  Ever since then, I've downloaded versions with the graphics pre-installed.  So I'm not sure what a Dwarven Bathtub looks like if you use the default tiles?  The image is only used on the {{L|cleaning}} page, so it's not like there's a lot to change, though.  The only thing I'm sure about is that the ramps are the same in both.  [[User:Uristocrat|Uristocrat]] 09:16, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-User Page Creation ==&lt;br /&gt;
&lt;br /&gt;
I would like a category created called &amp;quot;Flowchart&amp;quot; so as to categorize pages like http://df.magmawiki.com/index.php/File:MetalIndustry3.jpg or http://df.magmawiki.com/index.php/From_Caravan_to_Happy_Dwarves&lt;br /&gt;
&lt;br /&gt;
Thank you.  [[User:Shenzahn|Shenzahn]] 13:31, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
A [[DF2010:Large pot]] page would be nice. [[User:ZCM|ZCM]] 03:54, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you please enable the creation of new pages for my account.  I use to have this ability but somewhere it seems to have disappeared.  I was going to add small pages for beekeeping and wax working. [[User:Profit|Profit]] 18:14, 12 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page creation requests ==&lt;br /&gt;
&lt;br /&gt;
Can you please create [[Template:B12Forum]] &amp;amp; [[Template:DFFD]]? I plan on creating up the links to the Bay12 Forums &amp;amp; DF File Depot with these templates. And [[Template:Release date]] I plan to use that for release dates on graphic packs &amp;amp; mods.&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 10:04, 17 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
*Still waiting for the pages to be created or to be told &amp;quot;no&amp;quot;....&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 21:04, 31 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User:hapes page ==&lt;br /&gt;
&lt;br /&gt;
I would like to put up quantummenace's aquifer piercing method.  Can you allow me access to my use page so I can do that?  Thanks.&lt;br /&gt;
[[User:Hapes|Hapes]] 17:12, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
Could you add a page for {{L|magma piston}}s? I'll add my edits to the {{L|magma}} page for now, but I'm worried I'm going to make that page too cluttered. -[[User:Norseman|Norseman]] 08:04, 6 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another new page request ==&lt;br /&gt;
I would like the [[DF2010_Talk:Gear_assembly]] page created, thanks in advance&lt;br /&gt;
&lt;br /&gt;
== Labrynth Page? ==&lt;br /&gt;
&lt;br /&gt;
I found a labrynth in adventure recently, and went through it, documenting everything along the way.&lt;br /&gt;
&lt;br /&gt;
Perhaps a wiki page devoted to labyrinthes.. hm.. labyrinthi?.. hmph.. would be a good idea?&lt;br /&gt;
&lt;br /&gt;
I took a whole bunch of screenshots and stuff that I could write from.&lt;br /&gt;
&lt;br /&gt;
- acetech09 (0153 UTC Apr 6)&lt;br /&gt;
&lt;br /&gt;
== royal jelly page ==&lt;br /&gt;
&lt;br /&gt;
I think we need a royal jelly page. I'm however not experienced in making one could someone set up a template?&lt;br /&gt;
&lt;br /&gt;
== user page request ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like a user page please! --[[User:Knaveofstaves|Knaveofstaves]] 14:23, 20 April 2011 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] 14:33, 20 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Page Request: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[http://df.magmawiki.com/index.php/User:ANormalUsername1/Aceangel I need this made, please. Thanks!]&amp;lt;/s&amp;gt;&lt;br /&gt;
Never mind! Thanks anyways! --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 01:55, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request #9001 ==&lt;br /&gt;
Haha sweet I get the 9001st user page!!! [[User:Pfifo]]&lt;br /&gt;
&lt;br /&gt;
== Need a redirect created ==&lt;br /&gt;
&lt;br /&gt;
{{L|Danger rooms}} should probably redirect to {{L|Danger room}}, especially given that there was a link to {{L|Danger rooms}} in {{L|Training weapon}}. (I replaced it with [[Danger room|Danger rooms]] (Links to [[Danger room|Danger room]]))--[[User:Cam94509|Cam94509]] 21:35, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
I reckon I should have a user and user talk page since I've done a few edits and someone might want to discuss them with me. Thanks. [[User:Vitriolum|Vitriolum]] 01:37, 12 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide/Stockpiles&amp;diff=149092</id>
		<title>v0.31:Quickstart guide/Stockpiles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide/Stockpiles&amp;diff=149092"/>
		<updated>2011-05-12T01:33:03Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: added reason-why verbiage to be sure people understand the rationale here;  added various internal links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains some additional details on customizing and optimizing your '''[[stockpiles]]''' using detailed stockpile settings. This isn't absolutely required, so to keep things simple it isn't included in the [[DF2010:Quickstart guide|main guide]].&lt;br /&gt;
&lt;br /&gt;
After you have things going pretty well, you may want to follow the advice on this page to make your [[food]], [[alcohol|booze]] and [[seed]] stockpiles more efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Changing Stockpile Settings=&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|At a minimum keep corpses, refuse, stone and wood out of any &amp;quot;general use&amp;quot; stockpiles. Try to remember to disable/forbid types of things on general use stockpiles as you create more specific stockpiles for things.]]&lt;br /&gt;
After you have defined a stockpile, you can change what sort of items the stockpile accepts. To do this:&lt;br /&gt;
#Hit {{K|q}} (Set Building Tasks/Prefs)&lt;br /&gt;
#Place the cursor on the stockpile you want to change&lt;br /&gt;
#Press {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stockpile for Seeds Only=&lt;br /&gt;
Dig out a nook (2x2 is fine) near your farm plot(s) and create a custom stockpile that only accepts seeds. The easiest way to do this is to create a {{K|f}}ood stockpile in the nook, then exit the stockpile menu and hit {{K|q}}. Place the cursor on the stockpile, hit {{K|s}}, select Food, hit {{K|b}} for &amp;quot;block all&amp;quot;, then move to Food-&amp;gt;Seeds and hit {{K|p}} to permit seeds.&lt;br /&gt;
&lt;br /&gt;
You will need to go disable seeds on any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile.&lt;br /&gt;
&lt;br /&gt;
Keeping all your seeds stockpiled near your farm will let your farming dwarves spend more time farming and less time hauling seeds around.&lt;br /&gt;
&lt;br /&gt;
=Dining Area Stockpiles=&lt;br /&gt;
[[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]]&lt;br /&gt;
This will give you some help optimizing stockpiles for your dining and food production areas. You should have:&lt;br /&gt;
*A stockpile around your [[still]]&lt;br /&gt;
*A stockpile around your [[kitchen]]&lt;br /&gt;
*A general food storage stockpile in a food storage room&lt;br /&gt;
&lt;br /&gt;
For the '''still stockpile''', customize the stockpile as follows:&lt;br /&gt;
*'''{{K|e}}nable Food and Furniture''' - select each one and hit {{K|e}} for enable.&lt;br /&gt;
*'''{{K|d}}isable other top-level categories'''&lt;br /&gt;
*'''{{K|f}}orbid all subtypes of Food except Plants''' - You can also select Food, hit {{K|b}} for Block All, then move to Food-&amp;gt;Plants and press {{K|p}} for Permit.&lt;br /&gt;
*'''Forbid all subtypes of furniture except''' Furniture-&amp;gt;Type-&amp;gt;barrels and Furniture-&amp;gt;Type-&amp;gt;Large Pots/Food Storage (The latter of which is at the bottom of the list. Keep scrolling down.)&lt;br /&gt;
*'''Make sure &amp;quot;prepared food&amp;quot; is turned off for this storage area''' - select Food and press {{K|u}} (see lower right where it says {{DFtext|u: Prepared Food}})&lt;br /&gt;
*Now hit {{K|Esc}} to exit the custom settings.&lt;br /&gt;
&lt;br /&gt;
For the '''kitchen stockpile''', use the same commands but:&lt;br /&gt;
*'''Enable Food'''&lt;br /&gt;
*'''Disable other top-level categories''' if they aren't already disabled.&lt;br /&gt;
*'''Disable Prepared food''' - go to Food and press {{K|u}}.&lt;br /&gt;
*'''Forbid Plants''' - select Food-&amp;gt;Plants and press {{K|f}} for Forbid. (You want your brewers to get first shot at the plants so keep them away from the kitchen and close to the still.)&lt;br /&gt;
*'''Forbid Seeds''' - as with plants, select Food-&amp;gt;Seeds and hit {{K|f}}.&lt;br /&gt;
&lt;br /&gt;
'''For the main food storage room''', enable only Food and forbid Seeds. Leave prepared food and other food types as permitted.&lt;br /&gt;
&lt;br /&gt;
'''For your custom general use stockpile''' (the one on the ground floor) use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food and also forbid (under Furniture-&amp;gt;Type) barrels and large pots. This will cause these things to get moved to your new stockpiles.&lt;br /&gt;
&lt;br /&gt;
This way your still will have easy access to the plants needed to create alcohol, your kitchen will be near the ingredients used in creating meals, and your food storage room will keep the ready-to-eat food near the dining hall.&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=149089</id>
		<title>v0.31:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=149089"/>
		<updated>2011-05-12T01:13:03Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Dining and Food Prep Area */ added the benefit of advanced stockpiles, &amp;quot;maximum efficiency.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:16, 24 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:120%&amp;quot;&amp;gt;&lt;br /&gt;
:''This is a quickstart guide for {{L|Dwarf fortress mode}} for those who have never played before who quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the {{L|Adventure mode quick start}} guide.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:120%&amp;quot;&amp;gt;&lt;br /&gt;
:'''''Also see {{L|Tutorials}} for more detailed tutorials that people have submitted.'''''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} and the rest of the wiki while reading this. For something more detailed see the excellent {{L|Bentgirder}} tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|{{L|From Caravan to Happy Dwarves}} - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
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=World Generation=&lt;br /&gt;
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The first thing you will need to do is {{L|World generation|generate a new world}}. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
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Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated.&lt;br /&gt;
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{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, {{L|World generation|generate a new world}} using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
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* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
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* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
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* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
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* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
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* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
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* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
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* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
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This should help to avoid difficulties.&lt;br /&gt;
}}&lt;br /&gt;
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= Pre-Embark =&lt;br /&gt;
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:''Also see: {{L|Embark}}''&lt;br /&gt;
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'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
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Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}.&lt;br /&gt;
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The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}}. This highlighted square is what will become your play area after you embark. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
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== Choosing a Good Site ==&lt;br /&gt;
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Choosing a good embark site is crucial for beginners. Advanced players can create a functional fortress on a glacier, but for now, lets stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
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{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO Aquifer''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested&lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Surroundings:''' Calm or at least '''not''' Sinister, Haunted, or Terrifying&lt;br /&gt;
*'''Clay or Soil''' is important to make farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*A '''River''' if possible&lt;br /&gt;
*'''Deep Metal(s)''' if possible&lt;br /&gt;
*'''Flux Stone''' if possible&lt;br /&gt;
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You may want to use the {{K|f}}ind tool to help you find a site. Notes about find tool:&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Medium Evil, Low Savagery. (See {{L|Surroundings#Combinations_of_surroundings|the chart here}} for why.) The find tool will also only indicate a general area so you will still need to check the attributes manually.&lt;br /&gt;
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Your site may have multiple biomes overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them. They may each have significantly different characteristics.&lt;br /&gt;
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See '''[[/Starting site]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
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Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
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== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[/Preparing carefully]]''' for instructions. '''This is completely optional.'''}}&lt;br /&gt;
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Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
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=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
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At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
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==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys. Look up and down a few {{L|z-level}}s with {{K|&amp;lt;}} and {{K|&amp;gt;}}. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} to return to the wagon.  (You can define more {{L|hotkeys}} later, to jump quickly to other sites of interest.)&lt;br /&gt;
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Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
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Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the {{L|fun}} because even when you lose, you create an interesting story.&lt;br /&gt;
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Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see ''Temporary Meeting Area'' below).&lt;br /&gt;
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==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to start working on based on a set of largely hard-coded priorities.&lt;br /&gt;
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For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a pickaxe then then mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
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So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
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==Strike The Earth!==&lt;br /&gt;
Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to &amp;quot;mine&amp;quot;.&lt;br /&gt;
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Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside.&lt;br /&gt;
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To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the Designations menu.&lt;br /&gt;
#Hit {{K|d}} again to select Mine&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
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This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can always be one tile wide, or just one single tile.&lt;br /&gt;
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If your wagon is near a {{L|cliff}}, you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, {{L|channel}} out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into the wall of the pit to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the &amp;quot;cliff&amp;quot;.)&lt;br /&gt;
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Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway. Later you may want to expand this to 2 or 3 tiles wide but for now make it narrow so it will be easier to defend.&lt;br /&gt;
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Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
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==Delving Secure Lodgings==&lt;br /&gt;
[[File:Quickstart-level0.png|thumb|right|Level 0: This is the ground level which we'll call &amp;quot;level 0&amp;quot;. The entrance tunnel is on the left where the refuse and wood stockpiles are partially visible. Inside are the general storage area, trade depot, stairwell, and farm plot.]]&lt;br /&gt;
At the end of the entry hall, dig a 5x5 room (where you'll later build your trade depot). Then dig out at least another 3 or 4 tiles of interior hallway beyond that, and beyond that another room for a general stockpile area at least 10x10 tiles. You have some flexibility in how you do this; see the image at the right for an example.&lt;br /&gt;
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=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a general purpose stockpile for your storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the the {{L|Stockpile#Custom_stockpiles|custom stockpile}} settings to {{K|e}}nable everything but Wood, Corpses, Refuse, Stone, and Gems. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile.&lt;br /&gt;
#Designate the whole 10x10 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
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=== Stairways ===&lt;br /&gt;
Somewhere off of your interior hallway, dig out a 3x3 or so area and designate a Downward Stairway in the middle of it with {{K|d}}-{{K|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an Up/Down Stairway on it with {{K|d}}-{{K|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
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==Stout Labor==&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the Fishing labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
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When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
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Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need to do something that no dwarf has currently been told they're allow to attempt.&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''{{L|Utilities#Dwarf_Therapist|Dwarf Therapist}}''' can make this a million times easier, especially later when you're dealing with twenty times the number of dwarves you have now.}}&lt;br /&gt;
With the digging and stockpile taken care of, look over your dwarves' assigned {{L|labor}}s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}}{{K|+}}. You can enter each category and toggle each labor off and on with {{K|Enter}} and get back out with {{K|Esc}}.&lt;br /&gt;
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After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
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Even if no dwarves have the corresponding skills, ensure that someone has {{L|wood burner}}, {{L|furnace operator}}, {{L|wood cutter}}, {{L|plant gathering}}, {{L|gem cutter}}, {{L|armorsmith}}, {{L|weaponsmith}}, {{L|blacksmith}}, {{L|metal crafter}}, and {{L|engraver}} (stone detailing) enabled. If you have dwarves with hunting or fishing, ''disable'' those until you have your initial fort completed. When you're first starting out you don't want dwarves wandering around alone where they can get killed.&lt;br /&gt;
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Any unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
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==Temporary Meeting Area==&lt;br /&gt;
Using the {{k|i}} key, create an activity zone (at least 3x3) in the stairwell area. This works much like creating a stockpile except that you draw the rectangle first then hit keys to define what the area is for. Draw the rectangle over the area then set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
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==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding {{L|Miasma}}]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for {{L|Stockpile#Refuse|{{K|r}}efuse}} ''at least'' 5x5 in size. This should be outside in the open or you will have problems with {{L|Miasma}}. You will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check it's {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
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==Woodcutting==&lt;br /&gt;
Create another stock{{K|p}}ile for {{K|w}}ood outside your entrance. As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later you will move this closer to your carpenter's workshop once you build one.&lt;br /&gt;
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Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into a few units of wood. Removing other buildings is done the same way.&lt;br /&gt;
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Also near the entry, designate at least 10 trees to be chopped down with {{K|d}}-{{K|t}}. Don't designate too many trees at the beginning, or your dwarves will spend all of their time chopping them down and hauling them rather than doing other work.&lt;br /&gt;
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==Pasture==&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/{{L|Pasture}} zone over a grassy area outside and assign your grazing animals to it using {{K|N}}. This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
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==Sustenance by Plow==&lt;br /&gt;
Dig out an area in a soil layer, accessible from inside your fort but not reachable from the outside. You must pick an ''underground'' area with mud or soil. Hopefully you have chosen a site with a soil layer as this will make farming much easier, but if not then you will need to {{L|Irrigation|irrigate}} to create the required mud on stone floors.&lt;br /&gt;
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Now use {{K|b}} to build a 3x3 {{L|Farming|farm {{K|p}}lot}}. Notice that some things like buildings and constructions are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the width and height of the &amp;quot;building&amp;quot; using {{K|u}}{{K|m}}{{K|k}}{{K|h}} then position it with the directional keys. So hit {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room you just excavated.&lt;br /&gt;
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Remember you must enable the &amp;quot;Farming (Fields)&amp;quot; labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
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{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow {{L|plump helmet}}s during all seasons. You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season, otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
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==Workshops==&lt;br /&gt;
[[File:Quickstart-level-1-workshops.png|right|thumb|Level -1: Mason's, carpenter's, mechanic's, and jeweler's workshops surrounded by appropriate stockpiles.]]&lt;br /&gt;
Dig your stairwell down one level (with {{K|d}}-{{K|i}}), if you haven't already, and create four 5x5 rooms off of the stairwell. These will hold your {{L|Mechanic's_workshop|mechanic's}}, {{L|Mason's_workshop|mason's}}, {{L|Carpenter's_workshop|carpenter's}}, and {{L|Jeweler's_workshop|jeweler's}} {{L|workshop}}s.&lt;br /&gt;
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Use {{K|b}}-{{K|w}} to build the workshops, and select some sort of junk stone for the material. If you are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) Put each workshop in the center of each room, and use the remaining space for the appropriate type of stockpile (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if stone is blocking the way. See &amp;quot;Garbage&amp;quot; Dumping below if you find you need to remove some stone.)&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K|p}}-{{K|x}}) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
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Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one {{L|table}} and one {{L|throne}}/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
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==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' {{L|Stockpile#Refuse|Refuse}} is {{L|Miasma|rotting stuff}}. Garbage is anything you designate to be hauled to a {{L|Activity_zone#Garbage_Dump|garbage dump}}, even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
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Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage Dump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the larger your dump is, the harder it will be to find anything in it.&lt;br /&gt;
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Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over all of the loose stones cluttering up your living area. This will designate this stone to be transported to the closest garbage dump zone.&lt;br /&gt;
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Once the stone from your living area has been moved there, it will be set as {{L|Forbid|forbidden}}. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Congratulations! Knowing how to use garbage zones and dump commands puts you head and shoulders above most newbs. It takes some people weeks to figure this out.&lt;br /&gt;
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==Trade Depot==&lt;br /&gt;
Build a {{L|trade depot}} using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where {{L|trading}} will take place when one arrives.&lt;br /&gt;
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==Bedrooms==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Communal Living|When a fort is first getting started, a common {{L|dormitory}} type {{L|bedroom}} will suffice for a while, but dwarves will eventually want their own rooms. So feel free to create a {{L|dormitory}} now if you want and come back later to create individual rooms. You will want an office now though.}}&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|left|thumb|Level -7: Meager bedrooms and office. All rooms have doors; the bedrooms have a bed, cabinet, and coffer; and the office has a table and chair.]]&lt;br /&gt;
Continue digging your stairwell down about seven more levels. Just create the stairwells for now.&lt;br /&gt;
&lt;br /&gt;
On the lowest level, dig some halls leading to rooms for sleeping quarters. Dwarves don't need much space for living quarters; in fact, you can turn a 1x3 room into decent quarters by smoothing the stone and filling it with some decent quality furniture.&lt;br /&gt;
&lt;br /&gt;
{{L|Bedroom design|Designing living quarters}} is a matter of personal preference and aesthetic sense. Actual design will be left as an exercise for the player. Just try to keep the bedrooms close to the stairs, and ideally make your access hallways at least two tiles wide so your dwarves don't have to crawl over and under each other to get where they are going. &lt;br /&gt;
&lt;br /&gt;
You will want to create at least eight rooms: seven for your {{L|bedroom}}s, and one as an {{L|office}} for your manager/bookkeeper, which, rather than a chest, bed and cabinet, will contain the chair and table you queued up earlier.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the {{L|Noble|nobles and administrators}} screen.  &lt;br /&gt;
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The most important positions to assign are '''{{L|broker}}''', '''{{L|bookkeeper}}''' and '''{{L|manager}}'''. Your {{L|expedition leader}} is a good choice for all three when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the {{L|chief medical dwarf}} yet. He will be needed when you set up your {{L|Healthcare|hospital}} which won't be covered in this guide. Feel free to go check out the {{L|Healthcare}} guide once you're done.&lt;br /&gt;
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Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for maximum precision. You really don't need this level of accuracy, but it will ensure he trains up the record keeping skill early. Turn it down to medium after he has achieved total accuracy, which he can't even start on until you have built him an office.&lt;br /&gt;
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===Offices===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an {{L|office}}. Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Place them in the office (room you created down in the sleeping area) using the {{K|b}}uild command. Use {{K|q}} to select the chair, make the room into an office, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need. If so then you shouldn't see any red.&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (like chairs vs. thrones) even if they're functionally the same. So, if it seems like you can't make something of a particular material, do some poking around and check the wiki.}}&lt;br /&gt;
Now would be a good time to start building some {{L|furniture}}. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;bed&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to seven. Next, queue up seven wooden {{L|chest}}s or stone coffers, eight {{L|door}}s, seven {{L|cabinet}}s, at least two {{L|table}}s and two {{L|throne}}s/chairs. The tables and chairs will go in your {{L|dining room}}, speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Above the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a {{L|dining room|dining hall}}, one a {{L|kitchen}}, and one a {{L|still}}. The still will allow you to make alcohol. The Kitchen will allow you to make {{L|Cook#Recipes|Prepared food}}.&lt;br /&gt;
&lt;br /&gt;
Make the rooms for the kitchen and still 5x5 each. The storage area and dining hall should be larger. Ideally make the dining hall so that it can be further expanded later.&lt;br /&gt;
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Use {{K|b}}-{{K|w}} to build the still and kitchen in the middle of the 5x5 rooms. Create {{K|f}}ood stockpiles in the remaining space around each workshop, as well as the entire food storage room.&lt;br /&gt;
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[[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]]&lt;br /&gt;
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Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
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Hit {{K|z}} and select ''{{L|Kitchen}}'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
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If you plan to do any fishing, dig out another area and create a {{L|Fishery}} on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or {{L|Status#Animal_Status_Screen|slaughter}} any animals, create a {{L|Butcher's shop}} on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain {{L|Miasma}} should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
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Eventually go check out the subpage on [[/Stockpiles]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Make sure each bedroom gets a door, chest, bed and cabinet. Put a door on the office (which should already have a chair and table). Put the new chairs and tables in the dining room. Make more doors and put them on other rooms if you want.&lt;br /&gt;
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Once dwarves have hauled beds to the bedrooms, use {{K|q}} on the installed beds to make the bedrooms into bedrooms. Don't worry about assigning the bedrooms to specific dwarves; they will eventually pick their own as long as they have been defined as unowned bedrooms.&lt;br /&gt;
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==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a room, and configure it to be a meeting hall. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You may want to go remove the temporary meeting area and any other meeting areas that you created earlier (with {{K|i}}).&lt;br /&gt;
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==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ({{L|status}}) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some {{L|shrub|outdoor plants}}, {{L|Status#Animal_Status_Screen|slaughter}} some animals, turn on {{L|fishing}}, or turn on {{L|hunting}} to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
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==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start {{L|brewing}} as a {{L|repeat}}ing task. Also, now would be a good time to start {{L|cooking}} actual meals rather than forcing your dwarves to eat raw food. Cooking {{L|Cooking#Recipes|easy meals}} will train dwarves faster, but they may be happier with {{L|Cooking#Recipes|lavish meals}}. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a something &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some {{L|barrel}}s, or some stone {{L|pot}}s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a {{L|Craftsdwarf's workshop}}, make sure someone has the {{L|Stonecrafting}} labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
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Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, {{L|Status#Animal_Status_Screen|slaughter}} some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
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Actually, now would be a fine time to make another three by three farm. Set it to produce {{L|sweet pod}}s in the spring and summer, {{L|cave wheat}} or {{L|pig tail}}s (your choice) in the fall, and {{L|plump helmet}}s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from {{L|Thought|grumbling}}.&lt;br /&gt;
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==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''{{L|Bin|bins}}''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to {{L|haul}} things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
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=Beyond a Minimal Fortress=&lt;br /&gt;
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By now you should have your main entrance created, along with a farm, initial storage areas, and {{L|trade depot}} on the first underground level. Below that, you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles. A stairwell connects to the lower levels, where you have your drinking and dining complex and below that, bedrooms and an office. You should have selected your administrators, designated a refuse pile (for trash) and a garbage area (for excess stone). Your bedrooms and office should be furnished. You might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
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At this point, you have all the components of a minimal but functional fortress. Your next steps will be to make it safer and better protected, to set up your {{L|metal industry}}, and later to prepare your {{L|military|militia}}.&lt;br /&gt;
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==Preparing for Immigrants==&lt;br /&gt;
Soon you should get some {{L|Immigration|immigrants}} if you haven't already. When you do get a group of {{L|Immigration|immigrants}}, take a headcount and queue up enough beds, doors, cabinets and chests to make bedrooms for them all. Examine their skills. (This is where {{L|Utilities#Dwarf_Therapist|Dwarf Therapist}} can come in handy again.) Be sure to enable any labors that they have skills in, but aren't active. Turn any useless dwarves into furnace operators.&lt;br /&gt;
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==Traps==&lt;br /&gt;
Start producing '''{{L|mechanism}}s''' at your {{L|mechanic's workshop}}. Queue up ten. After they are built, use them to create {{L|Trap#Stone-fall_Trap|stone fall traps}} near the start of your entry hall. Queue up some {{L|cage}}s, and more mechanisms, and use these to create some {{L|Trap#Cage_Trap|cage traps}} right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from {{L|thief|thieves and kidnappers}} who will almost always bypass them. &lt;br /&gt;
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Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
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==Guard Animals==&lt;br /&gt;
Create two 1x1 {{L|pasture}}s near the beginning of your entryway, one on either side, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a {{L|dog}} or other non-grazing animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for {{L|Meat industry#Breeding|breeding}}.&lt;br /&gt;
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==Drawbridge==&lt;br /&gt;
Build a {{L|Bridge|drawbridge}} ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier.&lt;br /&gt;
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Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the trade depot and the rest of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
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In case of an {{L|ambush}} or {{L|siege}}, you will want to close up your fort, keeping the goblins out until your {{L|squad}}s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
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==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be {{L|smelter}}s, and one a {{L|metalsmith's forge}}. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold {{L|Fuel|coke and charcoal}} and metal {{L|bar}}s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
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Also dig out some space and create a stockpile for {{L|ore}} somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
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Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
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===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a {{L|wood furnace}}. Hopefully, you will find enough '''lignite''' or '''bituminous coal''' that you will only need to use the wood furnace to create enough charcoal to jump-start the '''coke''' (refined coal) production. Without {{L|magma}}, you need to refine raw coal to make coke, or burn wood to make charcoal. Unprocessed coal is not a usable fuel; only refined coke and charcoal are.&lt;br /&gt;
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If you don't find coal on your map, you'll need to either dig down to {{L|magma}} or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
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===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike {{L|magnetite}} or {{L|limonite}} which are {{L|ore}}s of {{L|iron}}. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''{{L|The Non-Dwarf's Guide to Rock}}''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
You don't have anything but a stairwell on some levels. These will be where you dig {{L|Exploratory mining|exploratory tunnels}} looking for ores, minerals, and {{L|gem}}s. There are a number of schemes for exploratory mining, but this will be left up to you to research on your own. For now just start digging tunnels out from the stairwell in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended.&lt;br /&gt;
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Keep an eye out for {{L|Flux}} stone. You will eventually want this so you can make {{L|Steel}}.&lt;br /&gt;
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===Fuel===&lt;br /&gt;
Whether you find coal or not, you will need to burn wood into at least one unit of charcoal. If you find some coal (lignite or bituminous coal), start your smelters out processing it into coke using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
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Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of {{L|Immigration|immigrants}} fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
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Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some {{L|weapon}}s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a wood furnace, and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
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===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power {{L|magma smelter}}s and {{L|magma forge}}s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out ok in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''{{L|Pick}}s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''{{L|Weapon}}s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''{{L|Armor}}''' - You're going to want some armor. Start with shields, breastplates or mail shirts, helmets, leggings, then gauntlets and high boots. Start with 5 or so of each in the order listed.&lt;br /&gt;
{{L|Steel}} is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. {{L|Iron}} is good, {{L|bronze}} is also good. {{L|Copper}} is not that ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
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==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some {{L|gem}}s by now, so put your {{L|jeweler}} to work {{L|Gem cutter|cutting}} them. These will be the only thing you {{L|Trading|trade}} in the first year, and only for things you absolutely need and can't produce enough of yourself. &lt;br /&gt;
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Actually, {{L|Finished goods|stone crafts}} produced by a craftsdwarf can make good trading goods as well. The only problem with this is that you'll need to make a lot of them (50+) because each one isn't too valuable individually. If you go this route you will probably need to dedicate a craftsdwarf's workshop and craftsdwarf to this task almost full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
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==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary ass to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term {{L|wealth}} until the {{L|metal industry}} gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
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==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the sharp pointy kind.}}&lt;br /&gt;
You may have struck {{L|gold}} or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making {{L|steel}} will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
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=Military=&lt;br /&gt;
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Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
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Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
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If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
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When you're ready to start up your military, see the {{L|Military quickstart}} guide.&lt;br /&gt;
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= What Next =&lt;br /&gt;
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Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the {{L|fun}}.&lt;br /&gt;
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Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build {{L|coffin}}s and a graveyard or {{L|tomb}}s for dead dwarves and pets&lt;br /&gt;
*Set up a {{L|Healthcare|hospital}}&lt;br /&gt;
*Build a {{L|well}}&lt;br /&gt;
*Build a {{L|jail}} for unruly dwarves&lt;br /&gt;
*Set up {{L|Scheduling#Alert_Levels|civilian alerts}} to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
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Here are some things that players often do as their population grows:&lt;br /&gt;
*Smooth and {{L|engraving|engrave}} walls and floors&lt;br /&gt;
*Produce {{L|Dwarf_fortress_mode#Livestock|Meat, eggs, milk, and honey}}&lt;br /&gt;
*Continue to expand the {{L|military}}&lt;br /&gt;
*Explore new {{L|Industry|industries}}&lt;br /&gt;
*Dig down to the {{L|caverns}} and create a defended lower entrance with traps to defend the fort against the {{L|creatures|denizens}} below&lt;br /&gt;
*Build a {{L|kennel}} and train some war animals&lt;br /&gt;
*Build a {{L|Mass Pitting|mass pitting}} system to dispose of caged enemies&lt;br /&gt;
*Build above-ground {{L|construction}}s such as an archery tower or garden&lt;br /&gt;
*Create a {{L|statue|statue garden}} or {{L|zoo}}&lt;br /&gt;
*Farm in an {{L|Farm#Above_Ground_Farming|above-ground farm plot}}&lt;br /&gt;
*Dig down to {{L|magma}} and set up {{L|magma forge}}s and {{L|magma smelter}}s to avoid the need for fuel&lt;br /&gt;
*Build {{L|machine component}}s to pump magma and water&lt;br /&gt;
*Create more {{L|Trap design|elaborate traps}} such as magma and drowning chambers&lt;br /&gt;
*Try some {{L|stupid dwarf trick}}s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a {{L|Megaprojects|megaproject}} right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the {{L|List of mods|mods}} and some of the crazier {{L|challenges}} that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
&lt;br /&gt;
If you have any feedback on this guide, please leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article or in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Quickstart_guide&amp;diff=149057</id>
		<title>v0.31 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Quickstart_guide&amp;diff=149057"/>
		<updated>2011-05-11T20:32:40Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: /* Kitchen / Still Stockpiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&amp;lt;s&amp;gt;Is this seriously what we want to say here?  Wouldn't 'coming soon' be better?&amp;lt;/s&amp;gt; --[[User:StrongAxe|StrongAxe]] 13:04, 5 April 2010 (UTC)&lt;br /&gt;
**Much better, thanks. --[[User:StrongAxe|StrongAxe]] 12:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
there are so many differences between the current and last to make last edition totally unusable (farming is a MAJOR one) it needs to be rewritten entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Can dwarves die of old age?&lt;br /&gt;
&lt;br /&gt;
** (collective wiki roaring laughter)&lt;br /&gt;
&lt;br /&gt;
* Does the CODE check if dwarves are too old to live?&lt;br /&gt;
&lt;br /&gt;
** (collective comments about how almost every block of code contributes to it)&lt;br /&gt;
&lt;br /&gt;
* Does the CODE check if dwarves are able to die from the numerical value of their age going over a certain number?&lt;br /&gt;
&lt;br /&gt;
** (collective comments requesting savefiles with really old dwarves, which are NOT proven to exist... yet)&lt;br /&gt;
&lt;br /&gt;
* If I mod the game to have one of my dwarves 10000000000 years old, will he die as a result?&lt;br /&gt;
&lt;br /&gt;
** Yeah, that one needs to go in the FAQ under 'humor' and 'is it coded to be a signed or an unsigned integer?' which can only be found out by testing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need a complete-guide thingy. Perhaps we can get the developper to anwser 3 questions per 1000$ donation level reached or something.&lt;br /&gt;
&lt;br /&gt;
I'm taking a stab at writing this. [[User:GhostDwemer|GhostDwemer]] 15:53, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rough draft mostly finished. I will write a bit about setting up a cistern and well, and a hospital zone. And a little more about actually using the military. And then maybe a 'where do I go from here?' section. I also need to double check everything, as I wrote this from memory while sitting in the server room at work, baby-sitting a tach, per HIPPA requirements that non-employees can't be in there without a chaperon. Maybe I'll put up some screenshots to illustrate things. I would appreciate any feedback anyone has, I'm sure I've forgotten something. I'd like this to be a general guide that introduces players to the kinds of decisions they will have o make later on, rather than walk-through for a a pre-made site, but it should end up with players having a functional fort. [[User:GhostDwemer|GhostDwemer]] 23:56, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quick&amp;quot;-start guide ===&lt;br /&gt;
I'd like to protest some complaints about the guide. Seasoned dwarf fortress players should not need this guide, referring particularly to the opening paragraph. Perhaps a different page showing what changes to expect if they had played an old version (especially farms). A new player would read these and become confused by their meaning (Speaking from personal experience, trying to introduce a friend to the game with this guide).&lt;br /&gt;
I would also like to question why this guide is considered a &amp;quot;quickstart&amp;quot; guide. It is very long, not quick by any standard, and indeed is more of a tutorial than a guide (Reading the paragraph &amp;quot;And So It Begins&amp;quot;).&lt;br /&gt;
I decided this guide is not intended for a new player, I then found the [[Bentgirder]] tutorial, and have used that instead.&lt;br /&gt;
All in all this guide is rather mediocre, in dire need of revision and simplification. And per wiki standards, should be professional and informative, rather than personal and informal (It shouldn't sound like someone is holding your hand and telling you what to do).--[[User:RadGH|RadGH]] 07:43, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::i am a beginner trying to pick this game up.  this tutorial has helped somewhat, but by the time i got to starting the actual game--the point at which i have 7 dwarves and a wagon--the &amp;quot;guide&amp;quot; falls apart.  it constantly tells the reader to do things without telling them how.  i can't, for the life of me, figure out who this article is written for, but i have to look elsewhere to find out how to play this game, and i'm already about to quit out of frustration.  not from how a roguelike is supposed to frustrate you, with constant death, but by the sheer amount of information you need to know to even start DF and the lack of a cohesive way to learn that information. [[Special:Contributions/68.68.32.168|68.68.32.168]] 09:12, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::WOW, lot's of info to cover; it is so much for a beginner. Like the last edit, I have no idea how to do many of the things you say. Select a refuge spot? Change refuse option? Let me say thank you for the guide .. it is helpful but, if the goal was to write it for a DF newb, it started out strong and then left me in the dark. I will try agian to understand how to play this game but damn, I am not sure what I am looking at or doing.&lt;br /&gt;
&lt;br /&gt;
::I started out about a week ago and tried to use this guide and had a similar experience to the previous person. &amp;quot;First off, look over your dwarves' assigned labors.&amp;quot; Huh? How? I still haven't figured out a reasonable way to do this from within the game, but I did find [[Dwarf_Therapist|Dwarf Therapist]] which makes this fairly easy. Looking at both this and [[Bentgirder]], I was able to figure out how to do most things. Some things are very clearly explained in this guide, and many currently aren't. Obviously, this is a work in progress. Now that I've figured out how to do most of the things that aren't well described, I'm going to start going back to the parts that had me scratching my head and update them so the next newbie that comes along will (hopefully) be less confused. And if he (or she) finds things that aren't clear, hopefully he'll come back later and clarify them. A lot of effort has already gone into this guide, and I'll show my appreciation by putting some of my own effort into it as well. --[[User:Khearn|Khearn]] 19:56, 25 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This tutorial sort of sucks, and I consider it actively harmful to people who actually want to learn how to play DF because they like myself learned about it from Minecraft. I had to use http://www.cesspit.net/drupal/node/1667 to understand the basics of what was going on after I set up my build and deployed using the first part of the tutorial, as after you press 'e' and start, its pretty much rambling and worthless, talks about things it has not explained as if they are easy (they are not), and does not give you any usefully data in a true tutorial format.  You guys should merge that link with this so people can actually want to play the game instead of freaking out and raging due to the artificially inflated learning curve this tutorial creates.  Yes, I'm trying to be nice but this is as constructive as I get at 6am after fighting DF for 8 hours just to learn the basics of playing, after being up for 24 hours before that.  No wonder this game is free, I honestly ave a hard time thinking somebody would want to pay for it given how un-user friendly it is. The learning curve for this is even higher than Eve Online, and I didn't think that was possible.&lt;br /&gt;
&lt;br /&gt;
== Major Updates ==&lt;br /&gt;
&lt;br /&gt;
This article seemed to be stagnating so I made some major improvements to the guide. It still doesn't tell you exactly how to do everything step-by-step, but there's a better reference guide for looking things up now. I did improve the level of detail somewhat, and linked to Bentgirder for people looking for something more specific. Also linked to Dwarf Therapist in about 3 places. --[[User:Ral|Ral]] 08:46, 27 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitchen / Still Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
I think the area dealing with the stockpiles in the kitchen and still could use some work.  There is no entry for &amp;quot;Large Pots&amp;quot; under the furniture section for instance.  Also, what is considered prepared food versus non-prepared?  I started going through all the meats excluding everything starting with &amp;quot;Prepared...&amp;quot; and almost lost my mind.  Overall I've found the guide useful and feel like I'm getting a practical grasp of the game now that I'm on my third time going through it. [[User:Vitriolum|Vitriolum]] 01:48, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The stockpiles screen is confusing. &amp;quot;Prepared food&amp;quot; are not actually the things that start with &amp;quot;Prepared&amp;quot; like &amp;quot;Prepared whatever meat&amp;quot;. It took me forever to notice the {{DFtext|u: Prepared Food}} thing in the lower right corner. (Keep on the lookout for other toggles that appear in this part of the screen when you select other things like Animals, for instance.) &amp;quot;Prepared Food&amp;quot; should probably be called &amp;quot;Cooked Meals&amp;quot; or something since that's what it actually is. This configuration is complex enough that it's worth elaborating on so I updated that section and the first section on stockpiles. Let me know what you think. --[[User:Ral|Ral]] 03:36, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Excellent.  Yes that clears it up for me!  I suppose it does make sense to keep that stuff in a separate article.  Maybe we should spell out the benefits of the advanced stockpiling, though, with the link.  I'll add that later tonight.  Also, I'm now set to be emailed when watched pages update so it won't take me 3 days to learn that something's been added here!  [[User:Vitriolum|Vitriolum]] 20:32, 11 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military and stockpiles ==&lt;br /&gt;
&lt;br /&gt;
I moved the military stuff to [[DF2010:Military quickstart]] to try to shorten the article a bit, and I simplified the stockpile stuff and moved the more advanced stockpile tweaking to its own subpage. I wish I could shorten the guide more but it seems very hard to do so because there's just a lot of stuff that you have to do to get a minimal fortress working. Though the guide isn't short it is relatively quick compared to trying to learn by trial and error using the rest of the docs on the wiki..... --[[User:Ral|Ral]] 19:37, 9 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Quickstart_guide&amp;diff=148833</id>
		<title>v0.31 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Quickstart_guide&amp;diff=148833"/>
		<updated>2011-05-08T01:48:58Z</updated>

		<summary type="html">&lt;p&gt;Vitriolum: Kitchen / Still Stockpiles questions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&amp;lt;s&amp;gt;Is this seriously what we want to say here?  Wouldn't 'coming soon' be better?&amp;lt;/s&amp;gt; --[[User:StrongAxe|StrongAxe]] 13:04, 5 April 2010 (UTC)&lt;br /&gt;
**Much better, thanks. --[[User:StrongAxe|StrongAxe]] 12:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
there are so many differences between the current and last to make last edition totally unusable (farming is a MAJOR one) it needs to be rewritten entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Can dwarves die of old age?&lt;br /&gt;
&lt;br /&gt;
** (collective wiki roaring laughter)&lt;br /&gt;
&lt;br /&gt;
* Does the CODE check if dwarves are too old to live?&lt;br /&gt;
&lt;br /&gt;
** (collective comments about how almost every block of code contributes to it)&lt;br /&gt;
&lt;br /&gt;
* Does the CODE check if dwarves are able to die from the numerical value of their age going over a certain number?&lt;br /&gt;
&lt;br /&gt;
** (collective comments requesting savefiles with really old dwarves, which are NOT proven to exist... yet)&lt;br /&gt;
&lt;br /&gt;
* If I mod the game to have one of my dwarves 10000000000 years old, will he die as a result?&lt;br /&gt;
&lt;br /&gt;
** Yeah, that one needs to go in the FAQ under 'humor' and 'is it coded to be a signed or an unsigned integer?' which can only be found out by testing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need a complete-guide thingy. Perhaps we can get the developper to anwser 3 questions per 1000$ donation level reached or something.&lt;br /&gt;
&lt;br /&gt;
I'm taking a stab at writing this. [[User:GhostDwemer|GhostDwemer]] 15:53, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rough draft mostly finished. I will write a bit about setting up a cistern and well, and a hospital zone. And a little more about actually using the military. And then maybe a 'where do I go from here?' section. I also need to double check everything, as I wrote this from memory while sitting in the server room at work, baby-sitting a tach, per HIPPA requirements that non-employees can't be in there without a chaperon. Maybe I'll put up some screenshots to illustrate things. I would appreciate any feedback anyone has, I'm sure I've forgotten something. I'd like this to be a general guide that introduces players to the kinds of decisions they will have o make later on, rather than walk-through for a a pre-made site, but it should end up with players having a functional fort. [[User:GhostDwemer|GhostDwemer]] 23:56, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quick&amp;quot;-start guide ===&lt;br /&gt;
I'd like to protest some complaints about the guide. Seasoned dwarf fortress players should not need this guide, referring particularly to the opening paragraph. Perhaps a different page showing what changes to expect if they had played an old version (especially farms). A new player would read these and become confused by their meaning (Speaking from personal experience, trying to introduce a friend to the game with this guide).&lt;br /&gt;
I would also like to question why this guide is considered a &amp;quot;quickstart&amp;quot; guide. It is very long, not quick by any standard, and indeed is more of a tutorial than a guide (Reading the paragraph &amp;quot;And So It Begins&amp;quot;).&lt;br /&gt;
I decided this guide is not intended for a new player, I then found the [[Bentgirder]] tutorial, and have used that instead.&lt;br /&gt;
All in all this guide is rather mediocre, in dire need of revision and simplification. And per wiki standards, should be professional and informative, rather than personal and informal (It shouldn't sound like someone is holding your hand and telling you what to do).--[[User:RadGH|RadGH]] 07:43, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::i am a beginner trying to pick this game up.  this tutorial has helped somewhat, but by the time i got to starting the actual game--the point at which i have 7 dwarves and a wagon--the &amp;quot;guide&amp;quot; falls apart.  it constantly tells the reader to do things without telling them how.  i can't, for the life of me, figure out who this article is written for, but i have to look elsewhere to find out how to play this game, and i'm already about to quit out of frustration.  not from how a roguelike is supposed to frustrate you, with constant death, but by the sheer amount of information you need to know to even start DF and the lack of a cohesive way to learn that information. [[Special:Contributions/68.68.32.168|68.68.32.168]] 09:12, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::WOW, lot's of info to cover; it is so much for a beginner. Like the last edit, I have no idea how to do many of the things you say. Select a refuge spot? Change refuse option? Let me say thank you for the guide .. it is helpful but, if the goal was to write it for a DF newb, it started out strong and then left me in the dark. I will try agian to understand how to play this game but damn, I am not sure what I am looking at or doing.&lt;br /&gt;
&lt;br /&gt;
::I started out about a week ago and tried to use this guide and had a similar experience to the previous person. &amp;quot;First off, look over your dwarves' assigned labors.&amp;quot; Huh? How? I still haven't figured out a reasonable way to do this from within the game, but I did find [[Dwarf_Therapist|Dwarf Therapist]] which makes this fairly easy. Looking at both this and [[Bentgirder]], I was able to figure out how to do most things. Some things are very clearly explained in this guide, and many currently aren't. Obviously, this is a work in progress. Now that I've figured out how to do most of the things that aren't well described, I'm going to start going back to the parts that had me scratching my head and update them so the next newbie that comes along will (hopefully) be less confused. And if he (or she) finds things that aren't clear, hopefully he'll come back later and clarify them. A lot of effort has already gone into this guide, and I'll show my appreciation by putting some of my own effort into it as well. --[[User:Khearn|Khearn]] 19:56, 25 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This tutorial sort of sucks, and I consider it actively harmful to people who actually want to learn how to play DF because they like myself learned about it from Minecraft. I had to use http://www.cesspit.net/drupal/node/1667 to understand the basics of what was going on after I set up my build and deployed using the first part of the tutorial, as after you press 'e' and start, its pretty much rambling and worthless, talks about things it has not explained as if they are easy (they are not), and does not give you any usefully data in a true tutorial format.  You guys should merge that link with this so people can actually want to play the game instead of freaking out and raging due to the artificially inflated learning curve this tutorial creates.  Yes, I'm trying to be nice but this is as constructive as I get at 6am after fighting DF for 8 hours just to learn the basics of playing, after being up for 24 hours before that.  No wonder this game is free, I honestly ave a hard time thinking somebody would want to pay for it given how un-user friendly it is. The learning curve for this is even higher than Eve Online, and I didn't think that was possible.&lt;br /&gt;
&lt;br /&gt;
== Major Updates ==&lt;br /&gt;
&lt;br /&gt;
This article seemed to be stagnating so I made some major improvements to the guide. It still doesn't tell you exactly how to do everything step-by-step, but there's a better reference guide for looking things up now. I did improve the level of detail somewhat, and linked to Bentgirder for people looking for something more specific. Also linked to Dwarf Therapist in about 3 places. --[[User:Ral|Ral]] 08:46, 27 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitchen / Still Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
I think the area dealing with the stockpiles in the kitchen and still could use some work.  There is no entry for &amp;quot;Large Pots&amp;quot; under the furniture section for instance.  Also, what is considered prepared food versus non-prepared?  I started going through all the meats excluding everything starting with &amp;quot;Prepared...&amp;quot; and almost lost my mind.  Overall I've found the guide useful and feel like I'm getting a practical grasp of the game now that I'm on my third time going through it. [[User:Vitriolum|Vitriolum]] 01:48, 8 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Vitriolum</name></author>
	</entry>
</feed>