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		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286811</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286811"/>
		<updated>2023-01-21T06:28:00Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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|image=Elf_sprite.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating zealots&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up zealots who live amongst and worship the trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said zealots who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods! All for those ''mindless'' trees that can only serve as [[bed|beds]] and fuel for dwarven industry... or maybe as an elven home; as if they didn't have ''plenty'' already!&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]. Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286810</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286810"/>
		<updated>2023-01-21T06:27:04Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: radicals &amp;gt; zealots for accuracy+style and improved outlook section to hint at the genuine &amp;quot;fuel/material vs home/worship&amp;quot; (dwarf vs elf) conflict that's implied in game better.&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating zealots&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up zealots who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said zealots who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods! All for those ''mindless'' trees that can only serve as [[bed|beds]] and fuel for dwarven industry... or maybe as an elven home; as if they didn't have ''plenty'' already!&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]. Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286809</id>
		<title>Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286809"/>
		<updated>2023-01-21T05:52:45Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Fixed my mess of a commentary because it was bad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All I see is a comment on what's allowed/not allowed in their Discord Server? What all are the terms of the recent Kitfox Sponsorship? Is this wiki still community run or was it actually aquired by Kitfox? Obviously racism that's even remotely mappable to real life is unnacceptable, but DF does run into the fantasy problem of &amp;quot;Inherently Evil&amp;quot; races, and the videogame problem of races=factions. Considering DF is already Medieval Warcrime Simulator, I think maybe a policy of rephrasing existing wiki content rather than removal might result in a better balance of content. Like, calling them cannibal hippies is just accurate, while calling them suck-up jerks or cowards might be going a bit far? More nuanced discussion of specific edits needed. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: Side comment: I am unfamiliar with the 'Kitfox policy' either. If it is applicable here, it might be best to reference it in an appropriate place (Community Portal? just don't take the K rule please (even thought the game is not using 100% keyboard input anymore) to avoid unnecessary edit warring. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:28, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Per Emi and Locriani, Kitfox does not control policy on this wiki ([http://www.bay12forums.com/smf/index.php?topic=180564.0]). The Discord policy is separate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:30, 20 December 2022 (UTC)&lt;br /&gt;
:Additionally, the only pinned post on Discord that I was able to find reads:&lt;br /&gt;
::Yeah, the rampant elf racism masks very real racism way too often for us to allow it here when there's so many people to deal with.&lt;br /&gt;
:which I don't think applies to the wiki in either way (our editor traffic is not nearly so high or problematic). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:16, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Per @Lethosor, the admin, discord policies doesn't apply here. If there any further issue with content (I am also not a fan of such [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818 edits]) I encourage you to resolve these here on talk avoiding edit warring and [https://dwarffortresswiki.org/index.php?title=Talk%3AElf&amp;amp;type=revision&amp;amp;diff=278604&amp;amp;oldid=276058 counterproductive practices]. Also please sign your comments with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the end. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:09, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There did seem to be a number of people who agreed with [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818]. On the other hand, I don't want the article to gain too many new jokes ([https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;diff=278763&amp;amp;oldid=278603]) so I have limited editing to only autoconfirmed users for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:06, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've made edits recently adjacent to this topic: I cleaned up the article while keeping the classic tolkien-esk spirit of dwarven hatred towards elves that previous editors established and mostly contained it to the last section. All edits to the jokes are based on being more relevant to in game information about elves and the world: as previous versions had random baseless insults (smelly and &amp;quot;hippie&amp;quot; for example) I also removed a redundant section seemingly made only to glorify elven genocide based on an old version of the game. I saw many edits to do for usability and did some that relevant to this topic in a sweep of the article. I expect there are still issues but I think I made objective improvements to the article overall. --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 04:26, 21 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade  ==&lt;br /&gt;
&lt;br /&gt;
FYI there is a lot of info concerning Trade at [[Trading#Elven]]. Not sure what should go where or how reliable the info in either location for v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:20, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Under [[Elf#Trading]] -&amp;gt; &amp;quot;They will generally accept:&amp;quot; Elves are incorrectly listed as accepting leather. They reject items made of leather in v50.04 and IIRC also tanned hides. This behavior is correct at present on [[Trading#Elven]] per Jan's comment. --[[Special:Contributions/65.131.81.105|65.131.81.105]] 23:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:37, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genderless Attribute ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused as to why the &amp;quot;genderless&amp;quot; attribute has been added to the elf page. This attribute denotes creatures without male and female castes declared in the raws, which elves still have. --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 06:55, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The raw files haven't been updated yet, so lacking cast info the infobox defaults to [[Genderless]]. Simply put amt all creatures are tagged as genderless, including the dwarves.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:44, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, I should have looked at the other pages. Thanks for clearing that up --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 08:03, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286808</id>
		<title>Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286808"/>
		<updated>2023-01-21T04:34:06Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All I see is a comment on what's allowed/not allowed in their Discord Server? What all are the terms of the recent Kitfox Sponsorship? Is this wiki still community run or was it actually aquired by Kitfox? Obviously racism that's even remotely mappable to real life is unnacceptable, but DF does run into the fantasy problem of &amp;quot;Inherently Evil&amp;quot; races, and the videogame problem of races=factions. Considering DF is already Medieval Warcrime Simulator, I think maybe a policy of rephrasing existing wiki content rather than removal might result in a better balance of content. Like, calling them cannibal hippies is just accurate, while calling them suck-up jerks or cowards might be going a bit far? More nuanced discussion of specific edits needed. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: Side comment: I am unfamiliar with the 'Kitfox policy' either. If it is applicable here, it might be best to reference it in an appropriate place (Community Portal? just don't take the K rule please (even thought the game is not using 100% keyboard input anymore) to avoid unnecessary edit warring. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:28, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Per Emi and Locriani, Kitfox does not control policy on this wiki ([http://www.bay12forums.com/smf/index.php?topic=180564.0]). The Discord policy is separate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:30, 20 December 2022 (UTC)&lt;br /&gt;
:Additionally, the only pinned post on Discord that I was able to find reads:&lt;br /&gt;
::Yeah, the rampant elf racism masks very real racism way too often for us to allow it here when there's so many people to deal with.&lt;br /&gt;
:which I don't think applies to the wiki in either way (our editor traffic is not nearly so high or problematic). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:16, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Per @Lethosor, the admin, discord policies doesn't apply here. If there any further issue with content (I am also not a fan of such [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818 edits]) I encourage you to resolve these here on talk avoiding edit warring and [https://dwarffortresswiki.org/index.php?title=Talk%3AElf&amp;amp;type=revision&amp;amp;diff=278604&amp;amp;oldid=276058 counterproductive practices]. Also please sign your comments with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the end. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:09, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There did seem to be a number of people who agreed with [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818]. On the other hand, I don't want the article to gain too many new jokes ([https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;diff=278763&amp;amp;oldid=278603]) so I have limited editing to only autoconfirmed users for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:06, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've made edits recently adjacent to this topic: All are based on being more relevant to in game information about elves: as previous versions has purely random baseless insults (smelly and &amp;quot;hippie&amp;quot; for example) and a redundant section seemingly made only to glorify elven genocide based on an old version of the game where they were weaker. I kept the classic tolkien-esk spirit of dwarven hatred towards elves but made it more logical and justifiable using in game information, and mostly contained in the last section along with other edits to enhance the useable of the article. Regardless, I am no final authority on this matter, I simply saw many critical edits that could improve the article and did it all in a sweep --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 04:26, 21 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade  ==&lt;br /&gt;
&lt;br /&gt;
FYI there is a lot of info concerning Trade at [[Trading#Elven]]. Not sure what should go where or how reliable the info in either location for v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:20, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Under [[Elf#Trading]] -&amp;gt; &amp;quot;They will generally accept:&amp;quot; Elves are incorrectly listed as accepting leather. They reject items made of leather in v50.04 and IIRC also tanned hides. This behavior is correct at present on [[Trading#Elven]] per Jan's comment. --[[Special:Contributions/65.131.81.105|65.131.81.105]] 23:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:37, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genderless Attribute ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused as to why the &amp;quot;genderless&amp;quot; attribute has been added to the elf page. This attribute denotes creatures without male and female castes declared in the raws, which elves still have. --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 06:55, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The raw files haven't been updated yet, so lacking cast info the infobox defaults to [[Genderless]]. Simply put amt all creatures are tagged as genderless, including the dwarves.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:44, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, I should have looked at the other pages. Thanks for clearing that up --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 08:03, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286807</id>
		<title>Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286807"/>
		<updated>2023-01-21T04:28:44Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All I see is a comment on what's allowed/not allowed in their Discord Server? What all are the terms of the recent Kitfox Sponsorship? Is this wiki still community run or was it actually aquired by Kitfox? Obviously racism that's even remotely mappable to real life is unnacceptable, but DF does run into the fantasy problem of &amp;quot;Inherently Evil&amp;quot; races, and the videogame problem of races=factions. Considering DF is already Medieval Warcrime Simulator, I think maybe a policy of rephrasing existing wiki content rather than removal might result in a better balance of content. Like, calling them cannibal hippies is just accurate, while calling them suck-up jerks or cowards might be going a bit far? More nuanced discussion of specific edits needed. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: Side comment: I am unfamiliar with the 'Kitfox policy' either. If it is applicable here, it might be best to reference it in an appropriate place (Community Portal? just don't take the K rule please (even thought the game is not using 100% keyboard input anymore) to avoid unnecessary edit warring. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:28, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Per Emi and Locriani, Kitfox does not control policy on this wiki ([http://www.bay12forums.com/smf/index.php?topic=180564.0]). The Discord policy is separate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:30, 20 December 2022 (UTC)&lt;br /&gt;
:Additionally, the only pinned post on Discord that I was able to find reads:&lt;br /&gt;
::Yeah, the rampant elf racism masks very real racism way too often for us to allow it here when there's so many people to deal with.&lt;br /&gt;
:which I don't think applies to the wiki in either way (our editor traffic is not nearly so high or problematic). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:16, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Per @Lethosor, the admin, discord policies doesn't apply here. If there any further issue with content (I am also not a fan of such [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818 edits]) I encourage you to resolve these here on talk avoiding edit warring and [https://dwarffortresswiki.org/index.php?title=Talk%3AElf&amp;amp;type=revision&amp;amp;diff=278604&amp;amp;oldid=276058 counterproductive practices]. Also please sign your comments with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the end. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:09, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There did seem to be a number of people who agreed with [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818]. On the other hand, I don't want the article to gain too many new jokes ([https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;diff=278763&amp;amp;oldid=278603]) so I have limited editing to only autoconfirmed users for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:06, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've made edits recently adjacent to this topic: All are based on being more relevant to in game information about elves: as previous versions has purely random baseless insults (smelly and &amp;quot;hippie&amp;quot; for example) and a redundant section seemingly made only to glorify elven genocide based on an old version of the game where they were weaker. I kept the classic spirit of dwarven hatred towards elves but made it more logical and justifiable with in game information, and mostly contained in the last section along with other edits to enhance the useable of the article. Regardless, I am no final authority on this matter, I simply saw many critical edits that could improve the article and did it all in a sweep --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 04:26, 21 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade  ==&lt;br /&gt;
&lt;br /&gt;
FYI there is a lot of info concerning Trade at [[Trading#Elven]]. Not sure what should go where or how reliable the info in either location for v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:20, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Under [[Elf#Trading]] -&amp;gt; &amp;quot;They will generally accept:&amp;quot; Elves are incorrectly listed as accepting leather. They reject items made of leather in v50.04 and IIRC also tanned hides. This behavior is correct at present on [[Trading#Elven]] per Jan's comment. --[[Special:Contributions/65.131.81.105|65.131.81.105]] 23:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:37, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genderless Attribute ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused as to why the &amp;quot;genderless&amp;quot; attribute has been added to the elf page. This attribute denotes creatures without male and female castes declared in the raws, which elves still have. --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 06:55, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The raw files haven't been updated yet, so lacking cast info the infobox defaults to [[Genderless]]. Simply put amt all creatures are tagged as genderless, including the dwarves.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:44, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, I should have looked at the other pages. Thanks for clearing that up --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 08:03, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286806</id>
		<title>Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286806"/>
		<updated>2023-01-21T04:26:05Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Commentary on my recent edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All I see is a comment on what's allowed/not allowed in their Discord Server? What all are the terms of the recent Kitfox Sponsorship? Is this wiki still community run or was it actually aquired by Kitfox? Obviously racism that's even remotely mappable to real life is unnacceptable, but DF does run into the fantasy problem of &amp;quot;Inherently Evil&amp;quot; races, and the videogame problem of races=factions. Considering DF is already Medieval Warcrime Simulator, I think maybe a policy of rephrasing existing wiki content rather than removal might result in a better balance of content. Like, calling them cannibal hippies is just accurate, while calling them suck-up jerks or cowards might be going a bit far? More nuanced discussion of specific edits needed. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: Side comment: I am unfamiliar with the 'Kitfox policy' either. If it is applicable here, it might be best to reference it in an appropriate place (Community Portal? just don't take the K rule please (even thought the game is not using 100% keyboard input anymore) to avoid unnecessary edit warring. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:28, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Per Emi and Locriani, Kitfox does not control policy on this wiki ([http://www.bay12forums.com/smf/index.php?topic=180564.0]). The Discord policy is separate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:30, 20 December 2022 (UTC)&lt;br /&gt;
:Additionally, the only pinned post on Discord that I was able to find reads:&lt;br /&gt;
::Yeah, the rampant elf racism masks very real racism way too often for us to allow it here when there's so many people to deal with.&lt;br /&gt;
:which I don't think applies to the wiki in either way (our editor traffic is not nearly so high or problematic). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:16, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Per @Lethosor, the admin, discord policies doesn't apply here. If there any further issue with content (I am also not a fan of such [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818 edits]) I encourage you to resolve these here on talk avoiding edit warring and [https://dwarffortresswiki.org/index.php?title=Talk%3AElf&amp;amp;type=revision&amp;amp;diff=278604&amp;amp;oldid=276058 counterproductive practices]. Also please sign your comments with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the end. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:09, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There did seem to be a number of people who agreed with [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818]. On the other hand, I don't want the article to gain too many new jokes ([https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;diff=278763&amp;amp;oldid=278603]) so I have limited editing to only autoconfirmed users for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:06, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've made edits recently adjacent to this topic: All are based on being more relevant to in game information about elves: as previous versions has purely random baseless insults (smelly and &amp;quot;hippie&amp;quot; for example) and a redundant section seemingly made only to glorify elven genocide based on an old version of the game where they were weaker. I kept the classic spirit of dwarven hatred towards elves but made it more logical and justifiable with in game information, and mostly contained in the last section along with other edits to enhance the useable of the article. Regardless, I am no final authority on this matter --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 04:26, 21 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade  ==&lt;br /&gt;
&lt;br /&gt;
FYI there is a lot of info concerning Trade at [[Trading#Elven]]. Not sure what should go where or how reliable the info in either location for v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:20, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Under [[Elf#Trading]] -&amp;gt; &amp;quot;They will generally accept:&amp;quot; Elves are incorrectly listed as accepting leather. They reject items made of leather in v50.04 and IIRC also tanned hides. This behavior is correct at present on [[Trading#Elven]] per Jan's comment. --[[Special:Contributions/65.131.81.105|65.131.81.105]] 23:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:37, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genderless Attribute ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused as to why the &amp;quot;genderless&amp;quot; attribute has been added to the elf page. This attribute denotes creatures without male and female castes declared in the raws, which elves still have. --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 06:55, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The raw files haven't been updated yet, so lacking cast info the infobox defaults to [[Genderless]]. Simply put amt all creatures are tagged as genderless, including the dwarves.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:44, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, I should have looked at the other pages. Thanks for clearing that up --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 08:03, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286805</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286805"/>
		<updated>2023-01-21T04:14:25Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: End of a series of minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods, all for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]. Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286804</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286804"/>
		<updated>2023-01-21T04:07:18Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods, all for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some Dwarven god of murder for the simple glee of the resulting elven blood rain. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286803</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286803"/>
		<updated>2023-01-21T04:00:26Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods, all for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286802</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286802"/>
		<updated>2023-01-21T03:59:19Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286801</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286801"/>
		<updated>2023-01-21T03:56:56Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Redundant &amp;quot;D for dwarf&amp;quot; removed&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
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|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their common actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286800</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286800"/>
		<updated>2023-01-21T03:55:48Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
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{{Creaturelookup/0&lt;br /&gt;
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{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
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Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
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==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
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Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their common actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286799</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286799"/>
		<updated>2023-01-21T03:55:06Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: /* Community outlook */ more proper style edits to specified and D for dwarf&lt;/p&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
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By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
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In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
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Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
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Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
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[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
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In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
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Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
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Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
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Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
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==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their common actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286797</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286797"/>
		<updated>2023-01-21T03:29:06Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: trading information edited to appear before stock; as knowing what you can't trade with elves is more critical than knowing what you can get from them.&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
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|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives. &lt;br /&gt;
Because of this, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - if a player is telling a story about a gruesome incident of sorts, there's a high chance it'll involve at least one elf as the victim.  The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many redeeming characteristics for fortress mode play. They aren't good smiths, and don't have any superhuman abilities beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind. (or just for the fun of it, perhaps compelled by the often Dwarven gods of murder) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286796</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286796"/>
		<updated>2023-01-21T03:14:00Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Redid parts to be a more dwarven style of hatred towards elves that better reflects in game knowledge about them rather than player opinions, and removed a redundant section lacking unique information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
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==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives. &lt;br /&gt;
Because of this, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - if a player is telling a story about a gruesome incident of sorts, there's a high chance it'll involve at least one elf as the victim.  The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many redeeming characteristics for fortress mode play. They aren't good smiths, and don't have any superhuman abilities beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind. (or just for the fun of it, perhaps compelled by the often Dwarven gods of murder) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286494</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286494"/>
		<updated>2023-01-19T01:41:03Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Verified personally babies do gain ambusher skill when going on raids with their mothers in 50.5&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
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Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
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== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
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Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
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After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
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Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
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If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
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=== Mission types ===&lt;br /&gt;
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:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
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Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
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All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
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'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
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=== Raid ===&lt;br /&gt;
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In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill.&lt;br /&gt;
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'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
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=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
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=== Raze ===&lt;br /&gt;
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When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
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=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards. {{verify}}&lt;br /&gt;
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=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
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If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
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You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
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== Artifact/Citizen recovery == &lt;br /&gt;
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An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
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You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
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Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
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==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
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== Mission uses ==&lt;br /&gt;
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Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
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Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
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Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
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Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
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== Other notes ==&lt;br /&gt;
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* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
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* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
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* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
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* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
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* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
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* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
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* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
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* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
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* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
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* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
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* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
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* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
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* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286491</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286491"/>
		<updated>2023-01-19T00:56:35Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Verify :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286488</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286488"/>
		<updated>2023-01-19T00:55:28Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: /* Tribute */ Verifty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards. [Verify]&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286485</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286485"/>
		<updated>2023-01-19T00:54:19Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Knowledge&amp;diff=286480</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Knowledge&amp;diff=286480"/>
		<updated>2023-01-19T00:50:38Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Added relevant hyperlink to books secrets section.&lt;/p&gt;
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&lt;br /&gt;
'''Knowledge''' is a feature in ''Dwarf Fortress'' which is at the heart of decision-making by [[historical figure]]s. Historical figures can know about [[site]]s, events, [[regions]], other historical figures, [[creature]]s, and art forms, but also a number of academic topics as well as [[secret]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There's several types of knowledge in ''Dwarf Fortress''. Each historical figure will keep a list of these and whether they personally know them.&lt;br /&gt;
&lt;br /&gt;
Knowledge can be spread through different methods, including books, observation, rumors, and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, the knowledge that dwarves and other intelligent creatures possess can be seen after clicking them to open their overview screen and then in the &amp;quot;[[Skills]]&amp;quot; menu under &amp;quot;Knowledge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Historical knowledge ==&lt;br /&gt;
&lt;br /&gt;
Knowledge of other historical features of your world, such as sites, people, regions and [[artifact]]s can be obtained by a historical figure through seeing those things and hearing [[rumor]]s about them. In fortress mode, this knowledge is of limited use. In adventure mode, knowledge is reflected in the [[Adventurer_mode#Quests|questlog]], and necessary for historical figures for them to be able to tell you the location of a place or to form [[reputation]]-awarding opinions on you.&lt;br /&gt;
&lt;br /&gt;
== Topics ==&lt;br /&gt;
{{main|Topic}}&lt;br /&gt;
&lt;br /&gt;
Academic knowledge is handled through [[libraries]], where [[scholars]] ponder, discuss, and research [[topics]]. They may make discoveries and [[writer|write]] [[scroll]]s or [[quire]]s. Topics can be learned through reading about them, as well as through apprenticeship, where a teacher will teach the topics directly to their apprentice. Research itself is an extremely slow process, and it is recommended to use books or apprenticeship to further knowledge development. Academic knowledge currently has limited application, the prime effect being the unlocking of [[Book#Literary_Forms|literary forms]].&lt;br /&gt;
&lt;br /&gt;
The nine main branches of knowledge are: mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. These all have their own sub-categories, which usually require the base branch to discover.&lt;br /&gt;
&lt;br /&gt;
== Art forms ==&lt;br /&gt;
{{main|Performer}}&lt;br /&gt;
&lt;br /&gt;
Knowledge of [[Performer|art forms]] can be obtained by historical figures through observation of the performance, reading about them, and apprenticeship under a different performer.&lt;br /&gt;
&lt;br /&gt;
== Secrets == &lt;br /&gt;
{{main|Necromancer}}&lt;br /&gt;
&lt;br /&gt;
Knowledge of secrets can be obtained though reading [[Book#Secrets|books and slabs]], or under the apprenticeship of a necromancer. Only [[Necromancer|the secrets of life and death]] are implemented; which give their purple practitioners a selection of different necromantic powers, and always the ability to [[Necromancer#Raise corpse/intelligent undead|raise undead]]. &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = misttar | elvish = ipeÿa | goblin = amos | human = fedem}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}} {{Category|Stubs}}&lt;br /&gt;
[[ru:Knowledge]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book&amp;diff=286479</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book&amp;diff=286479"/>
		<updated>2023-01-19T00:48:47Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Clarified which books do and don't contain secrets.&lt;/p&gt;
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[[File:book_preview.png|190px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{k|L}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by &amp;quot;(copy)&amp;quot; at the end of their title.&lt;br /&gt;
&lt;br /&gt;
Quires and scrolls are found under &amp;quot;tools&amp;quot; in the {{k|z}} Stocks screen, and codices can be found under &amp;quot;codices&amp;quot;. Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.&amp;lt;br&amp;gt; If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books will instead be stored in [[container]]s.&lt;br /&gt;
&lt;br /&gt;
== Physical Forms ==&lt;br /&gt;
&lt;br /&gt;
=== Scroll ===&lt;br /&gt;
&lt;br /&gt;
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.&lt;br /&gt;
&lt;br /&gt;
=== Quire and codex ===&lt;br /&gt;
&lt;br /&gt;
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and a [[thread]] to create a codex.&lt;br /&gt;
&lt;br /&gt;
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Paper industry]]''&lt;br /&gt;
&lt;br /&gt;
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).&lt;br /&gt;
&lt;br /&gt;
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
&lt;br /&gt;
Written books can be read. Readers will gain information on the subject they read about in a book. Contents of a book cannot impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.&lt;br /&gt;
&lt;br /&gt;
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess a [[reader]] skill of at least novice level in order to read a book. This skill can only be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.&lt;br /&gt;
&lt;br /&gt;
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
&lt;br /&gt;
Unwritten quires and scrolls stocked in a library as writing material will be used periodically by scholars and scribes to write original works and copy existing works, respectively.&lt;br /&gt;
&lt;br /&gt;
Adventurers can write their own books:  First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand. Press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours. If you are interrupted by enemies, writing will stop and the writing material will be unused.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.&lt;br /&gt;
&lt;br /&gt;
== Subjects == &lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
&lt;br /&gt;
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge ===&lt;br /&gt;
&lt;br /&gt;
[[Knowledge]] books include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. They are referred to as ''manuals''.&lt;br /&gt;
&lt;br /&gt;
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elven stuff, and for humans it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
&lt;br /&gt;
Books containing &amp;quot;secrets of life and death&amp;quot; are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it &amp;quot;concerns the secrets of life and death&amp;quot; if it does, note that books with descriptions like &amp;quot;Concerns the learning of the secrets of life and death&amp;quot; do ''not'' contain the secret and as such cannot train necromancers.&lt;br /&gt;
&lt;br /&gt;
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant &amp;quot;Form&amp;quot; topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines.  Books may also be commentaries on other books.&lt;br /&gt;
&lt;br /&gt;
== Literary Forms ==&lt;br /&gt;
The content of a book is written as one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be &amp;quot;unlocked&amp;quot; by scholars discovering a certain [[topic]], and cannot be written before such a discovery.&lt;br /&gt;
&lt;br /&gt;
In terms of availability of literary forms in fortress mode, manuals will be most commonly written by scholars as the culmination of research. Other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.&lt;br /&gt;
&lt;br /&gt;
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Literary form name !! Purpose !! How to unlock&lt;br /&gt;
|-&lt;br /&gt;
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Guide || General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Chronicle || In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.&lt;br /&gt;
|-&lt;br /&gt;
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Musical Composition ||  Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.&lt;br /&gt;
|-&lt;br /&gt;
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.&lt;br /&gt;
|-&lt;br /&gt;
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value too. || Requires Historian's ''comparative biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure.  || Requires Historian's ''genealogy'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people.  || Requires Historian's ''encyclopedia'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too.  || Requires Historian's ''cultural comparison'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question.  || Requires Historian's ''treatise on technological advancement'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires Astronomer's ''star chart'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires one of the Astronomer's ''star catalogue'' topics.&lt;br /&gt;
|-&lt;br /&gt;
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
&lt;br /&gt;
Books are named from the two text files found in /raw/objects/text. Those files are 'book_art.txt' and 'book_instruction.txt'&lt;br /&gt;
book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.&lt;br /&gt;
book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.&lt;br /&gt;
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.&lt;br /&gt;
&lt;br /&gt;
These files are called upon book creation - so you can modify the files in an existing save - altering the names of all future books. It would be possible to directly name your book in adventure mode this way.&lt;br /&gt;
&lt;br /&gt;
There are 7 tokens which can be used in book titling. Poem/song names are ALWAYS available to be book titles, even if your book_instruction.txt only contains the instruction, &amp;quot;[ANY_PRONOUN]&amp;quot;. It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. &lt;br /&gt;
&lt;br /&gt;
You only get one roll per name per title. So &amp;quot;[NAME] Is Not [NAME]&amp;quot; will say something like &amp;quot;The Tower Is Not The Tower&amp;quot;.&lt;br /&gt;
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in &amp;quot;Tower Inside The Tower&amp;quot;&lt;br /&gt;
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like &amp;quot;Good Hungry Flaxen Obsession&amp;quot;. Works for all of them, but keep in mind that it is a random roll. So several [ANY_PRONOUN]s is almost certain to have some repeats. &lt;br /&gt;
&lt;br /&gt;
These are the 7 tokens for these two txt files:&lt;br /&gt;
[NAME]&lt;br /&gt;
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours&lt;br /&gt;
&lt;br /&gt;
Notably, these may or may not be plural and/or have an article.&lt;br /&gt;
Name is directly related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
[NO_ART_NAME] (no article name)&lt;br /&gt;
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours&lt;br /&gt;
&lt;br /&gt;
Notice that the inserted text may still be plural - limiting its usage.&lt;br /&gt;
These likewise are related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
[NOUN]&lt;br /&gt;
Examples: Despair, Roots, Scrolls, Wheel-and-axels&lt;br /&gt;
&lt;br /&gt;
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.&lt;br /&gt;
&lt;br /&gt;
[ADJ]&lt;br /&gt;
Examples: Boyish, Inky, Angry, Bronzed&lt;br /&gt;
&lt;br /&gt;
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.&lt;br /&gt;
&lt;br /&gt;
[ANY_AGE]&lt;br /&gt;
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon&lt;br /&gt;
&lt;br /&gt;
Will only pull ages from the world's history, not from all possibilities.&lt;br /&gt;
&lt;br /&gt;
[ANY_PRONOUN]&lt;br /&gt;
Examples: He, She, We, They&lt;br /&gt;
&lt;br /&gt;
It is believed it only generates subject pronouns (not &amp;quot;Us&amp;quot; or &amp;quot;Them&amp;quot;). Past tense makes this easy to use.&lt;br /&gt;
&lt;br /&gt;
[PHRASE]&lt;br /&gt;
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns&lt;br /&gt;
&lt;br /&gt;
Due to the wide variety, this is pretty hard to use. &lt;br /&gt;
&lt;br /&gt;
-=-=-=-=-=-=-&lt;br /&gt;
&lt;br /&gt;
So, you can let the game do a lot of the work for you and generate more of this style:&lt;br /&gt;
The [ADJ] [NO_ART_NAME]&lt;br /&gt;
[NAME], [ADJ] [NOUN]&lt;br /&gt;
[PHRASE], [ADJ] [NO_ART_NAME]&lt;br /&gt;
&lt;br /&gt;
Or you can be as specific as you'd like:&lt;br /&gt;
&lt;br /&gt;
My Mother Always Said, [PHRASE].&lt;br /&gt;
&lt;br /&gt;
[NAME], And Its Utmost Importance.&lt;br /&gt;
&lt;br /&gt;
[NO_ART_NAME], Do You Love Me?&lt;br /&gt;
&lt;br /&gt;
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].&lt;br /&gt;
&lt;br /&gt;
Poetic forms are generated in the same manner as Taverns/Locations.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}&lt;br /&gt;
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}&lt;br /&gt;
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.&lt;br /&gt;
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in &amp;quot;phantom&amp;quot; books.{{bug|10245}}&lt;br /&gt;
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.&lt;br /&gt;
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thîkut&lt;br /&gt;
| elvish  = soya&lt;br /&gt;
| goblin  = zosto&lt;br /&gt;
| human   = thothil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[Ru:Book]]&lt;br /&gt;
[[Fr:Livres (books)]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Knowledge&amp;diff=286463</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Knowledge&amp;diff=286463"/>
		<updated>2023-01-19T00:40:18Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Redid section to give a better overview of the current state and purpose of secrets in 50.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
'''Knowledge''' is a feature in ''Dwarf Fortress'' which is at the heart of decision-making by [[historical figure]]s. Historical figures can know about [[site]]s, events, [[regions]], other historical figures, [[creature]]s, and art forms, but also a number of academic topics as well as [[secret]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There's several types of knowledge in ''Dwarf Fortress''. Each historical figure will keep a list of these and whether they personally know them.&lt;br /&gt;
&lt;br /&gt;
Knowledge can be spread through different methods, including books, observation, rumors, and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, the knowledge that dwarves and other intelligent creatures possess can be seen after clicking them to open their overview screen and then in the &amp;quot;[[Skills]]&amp;quot; menu under &amp;quot;Knowledge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Historical knowledge ==&lt;br /&gt;
&lt;br /&gt;
Knowledge of other historical features of your world, such as sites, people, regions and [[artifact]]s can be obtained by a historical figure through seeing those things and hearing [[rumor]]s about them. In fortress mode, this knowledge is of limited use. In adventure mode, knowledge is reflected in the [[Adventurer_mode#Quests|questlog]], and necessary for historical figures for them to be able to tell you the location of a place or to form [[reputation]]-awarding opinions on you.&lt;br /&gt;
&lt;br /&gt;
== Topics ==&lt;br /&gt;
{{main|Topic}}&lt;br /&gt;
&lt;br /&gt;
Academic knowledge is handled through [[libraries]], where [[scholars]] ponder, discuss, and research [[topics]]. They may make discoveries and [[writer|write]] [[scroll]]s or [[quire]]s. Topics can be learned through reading about them, as well as through apprenticeship, where a teacher will teach the topics directly to their apprentice. Research itself is an extremely slow process, and it is recommended to use books or apprenticeship to further knowledge development. Academic knowledge currently has limited application, the prime effect being the unlocking of [[Book#Literary_Forms|literary forms]].&lt;br /&gt;
&lt;br /&gt;
The nine main branches of knowledge are: mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. These all have their own sub-categories, which usually require the base branch to discover.&lt;br /&gt;
&lt;br /&gt;
== Art forms ==&lt;br /&gt;
{{main|Performer}}&lt;br /&gt;
&lt;br /&gt;
Knowledge of [[Performer|art forms]] can be obtained by historical figures through observation of the performance, reading about them, and apprenticeship under a different performer.&lt;br /&gt;
&lt;br /&gt;
== Secrets == &lt;br /&gt;
{{main|Necromancer}}&lt;br /&gt;
&lt;br /&gt;
Knowledge of secrets can be obtained though reading slabs, books, or under the apprenticeship of a necromancer. Only [[Necromancer|the secrets of life and death]] are implemented; which give their purple practitioners a selection of different necromantic powers, and always the ability to [[Necromancer#Raise corpse/intelligent undead|raise undead]].&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = misttar | elvish = ipeÿa | goblin = amos | human = fedem}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}} {{Category|Stubs}}&lt;br /&gt;
[[ru:Knowledge]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Secret&amp;diff=286458</id>
		<title>Secret</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Secret&amp;diff=286458"/>
		<updated>2023-01-19T00:14:17Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Rated fine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''secret''' is a piece of [[knowledge]] that originates [[Deity|from the gods]] and can then be passed onto others.  Currently, the only secret implemented is [[necromancy]] - further secrets can be defined with [[Interaction token]]s.&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;br /&gt;
[[ru:Secret]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=284120</id>
		<title>Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=284120"/>
		<updated>2023-01-05T23:55:06Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: added information for placing items onto grates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Grate&lt;br /&gt;
|tile=#&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
A '''grate''' is a [[furniture]]-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labor]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), [[Metal|metal bar]]s (with the [[blacksmithing]] labor at a [[forge]]), or [[glass]] (with the [[glassmaking]] labor at a [[glass furnace]]).&lt;br /&gt;
&lt;br /&gt;
== Wall grate ==&lt;br /&gt;
A '''wall grate''' is basically a [[fortification]], but with two differences:&lt;br /&gt;
* It is a [[building]] instead of a [[construction]]. It doesn't overwrite the tile below it, and it can be smashed by [[building destroyer]]s.&lt;br /&gt;
* It can be linked to a [[lever]] or [[pressure plate]]. Once linked, it works like a linked [[door]] which doesn't stop fluids, [[arrow]]s or [[Miasma]] when closed.&lt;br /&gt;
&lt;br /&gt;
Wall grates act as boundaries for rooms being resized, but they do not provide support for doors.  &lt;br /&gt;
&lt;br /&gt;
Unlike a constructed wall, grates have quality levels and can be decorated.&lt;br /&gt;
&lt;br /&gt;
== Floor grate ==&lt;br /&gt;
[[File:grate_preview.png|thumb|210px|right|Where the unwanted liquids go.]]A '''floor grate''' is similar to a floor or a closed [[floor hatch]] in that it can be walked upon and blocks [[creature]] and item movement between Z-levels. However, it lets [[water]] and [[magma]] through like an open tile. Floor grates block projectiles, unlike wall grates. They do not block line of sight. Floor grates can be linked to a [[lever]] or a [[pressure plate]]. When triggered, a floor grate opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a [[wall]], [[floor]], etc.), not (just) other grates.  Floor grates placed directly on top of a floor or [[stairs|staircase]] still require orthogonal support, even though their own tile should be able to provide support. Attempting to construct a floor grate supported only by its own tile will display the message &amp;quot;Surrounded by empty space&amp;quot;. Removing the orthogonal support from a constructed floor grate will cause it to harmlessly deconstruct.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to [[cave-in]] immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s cannot be placed over floor grates. However, you can use a [[Garbage_dump|dump zone]] or a minecart which will create a [[Quantum_stockpile|quantum stockpile]] to place items on top of them instead. Items will fall when the grate is opened.&lt;br /&gt;
&lt;br /&gt;
Like [[bridge]]s and [[floor hatch]]es, floor grates will mark areas beneath them as being &amp;quot;inside&amp;quot;, even if they are retracted.&lt;br /&gt;
&lt;br /&gt;
If a floor grate is placed right on top of a [[soil]] floor or [[mud]]dy floor it will prevent [[grass]], [[shrub]]s and [[tree|saplings]] from growing.&lt;br /&gt;
&lt;br /&gt;
Floor grates do not block [[fishing]] or taking water directly from a [[activity zone#Water_Source|water source]], nor do they block collecting [[sand]] or [[clay]], though they do prevent [[well]]s from working if between the well and the water.&lt;br /&gt;
&lt;br /&gt;
Floor grates over empty space block [[miasma]] and [[mist]] from rising through them (miasma will normally flow upward through empty space).&lt;br /&gt;
&lt;br /&gt;
== Bars vs. grates ==&lt;br /&gt;
Vertical/horizontal [[bars]] are largely identical to wall/floor grates. There are just a few notable differences between them:&lt;br /&gt;
&lt;br /&gt;
* Grates are finished goods (which must be produced from raw materials) and have [[quality]] levels (and thus boost your fortress's architecture value significantly), while bars are simply raw materials that can be thrown into place at a moment's notice and then deconstructed later should they be needed later for other jobs.&lt;br /&gt;
&lt;br /&gt;
* Building destroyers will topple bars, destroying them in seconds compared to minutes with grates.&lt;br /&gt;
&lt;br /&gt;
* Grates can be made from wood and stone, both of which are generally much more plentiful than the materials for bars.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Floor grates can be very useful in preventing fortress floods. This is done by [[channel|channeling]] out holes in multiple layers of a fortress and covering them with floor grates, which will just keep the liquid flowing down each level through the grates instead of building up on a Z-level. This is assuming there is a reservoir of some sort that the water can flow into and not dangerously build up.&lt;br /&gt;
* If you wish to remove a floor piece that is linked to a grate, make sure that the dwarf that carries out the job does not stand on the grate, or remove all grates first. The grate will not be supported, and fall (with your non-careful dwarf on it), and you will experience the famous idiom: &amp;quot;It's not the fall that kills you, it's the sudden stop at the end.&amp;quot;&lt;br /&gt;
* This can also happen vice versa when building multiple floor tiles at a time with floor grates directly beside them. Dwarves will attempt to build the floor supported by just the floor grate regardless of how the game treats it. This can be very unfortunate if Urist McNotPhysicist builds a floor under these circumstances over a lake, experiencing a cave-in resulting in them most likely getting knocked over from the dust, drowning and you ending up with a hard-to-reach corpse.&lt;br /&gt;
* On a similar note, be cautious when removing a large number of grates next to each other, as a dwarf trying to remove a grate ''will'' stand on one his neighbor is about to yank out from under his feet. This can be largely avoided by removing them in batches of alternating grates (IE: Grates 1, 3, 5 then 2, 4, 6, etc...)&lt;br /&gt;
* Floor grates can be used in watchtowers: place a locked-in animal on top of them, and let them observe possible intruders from above. Since no alternative route to the watcher exists, building destroyers cannot destroy the grate. Getting the animal in place can be tricky, if the floor is all grates - pitting is an option. Bonus points for combining this with an automated magma release valve.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Creatures and dwarves pushed by water flow can be pushed through wall grates.  {{Bug|5458}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill&amp;diff=283816</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill&amp;diff=283816"/>
		<updated>2023-01-04T16:08:24Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Readded not catagory of skill, as it can be seen when assigning in squads menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''See also: [[Combat skill]]''&lt;br /&gt;
&lt;br /&gt;
[[File:skill_icon.png|120px|right]]'''Skills''' are used by [[dwarves]] and other [[creature]]s to accomplish almost every task in the game. Higher levels of a skill allow a dwarf to accomplish the respective task more quickly and/or more effectively. Whenever a skill is used, [[experience]] is gained for that skill, allowing the dwarf to progress to higher skill levels. [[Creatures]] aside from dwarves may also possess skills that match what species they are (e.g. [[cat]]s and [[monkey]]s having legendary skill in climbing).&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled &amp;quot;rusty.&amp;quot; If the rusty skill continues to remain unused, it will eventually be labeled &amp;quot;very rusty,&amp;quot; or &amp;quot;V rusty&amp;quot; in-game. Skills remaining at 'very rusty' for prolonged periods of time will gradually suffer permanent experience loss. It is not possible to know in-game whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See [[#Skill rust|Rust]] below for more details.&lt;br /&gt;
&lt;br /&gt;
To determine what skills a dwarf has, hover over and click them, that will bring you to their &amp;quot;Overview&amp;quot; menu. From there you can see and access the &amp;quot;Skills&amp;quot; tab; &amp;quot;Labor,&amp;quot; &amp;quot;Combat,&amp;quot; and &amp;quot;Social&amp;quot; being the main three types of skills used by Dwarves. &amp;quot;Other Skills&amp;quot; regards all skills outside the main types, skills like swimming and instrument use. Finally, &amp;quot;Knowledge&amp;quot; is used in the [[knowledge|knowledge system.]]&lt;br /&gt;
&lt;br /&gt;
== Skill level names ==&lt;br /&gt;
&lt;br /&gt;
The names of skill levels are as follows, in order of the experience required to achieve them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank&lt;br /&gt;
! Skill Name&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Not&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| (No skill)&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Dabbling&amp;lt;/small&amp;gt;|6:0:0}}&lt;br /&gt;
| This level isn't displayed on the &amp;quot;prepare for journey carefully&amp;quot; screen.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Novice&amp;lt;/small&amp;gt;|7:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Adequate&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Competent&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Skilled&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Proficient&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| Maximum possible skill level for dwarves while &amp;quot;preparing for journey carefully&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Talented&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Adept&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Expert&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Professional&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Accomplished&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Great&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| Characters with this level of a specified [[weapons|weapon]] mastery (including [[wrestling]]) or higher are [[elite]].  &lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;High Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Grand Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| Maximum possible skill for any creature in the [[object testing arena]].&lt;br /&gt;
|-&lt;br /&gt;
| 15+&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Legendary&amp;lt;/small&amp;gt;|5:0:1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills in use ==&lt;br /&gt;
[[File:blink_preview.gif|thumb|208px|right|Blinking legendary dwarves.]] Skills are never referred to in-game by &amp;quot;level number&amp;quot;, but for all practical purposes, that is how they are treated by the game. &amp;quot;Dabbling&amp;quot; is not functionally a level, with &amp;quot;Novice&amp;quot; being level 1, and &amp;quot;Legendary&amp;quot; being any level 15 and up. &lt;br /&gt;
&lt;br /&gt;
All skills take (400 + 100 * the new level) experience points to gain a level, meaning Novice takes 500 experience points, and reaching Legendary from Grand Master takes 1900 experience points, or 18000 total experience.&lt;br /&gt;
&lt;br /&gt;
Many skills can gain practical levels beyond level 15, or &amp;quot;Legendary&amp;quot;. [[Farming]], [[plant gathering]], and [[fishing]] use an older formula for calculating yields which effectively caps the skill level at &amp;quot;Legendary+5&amp;quot;, but most other crafting skills use the following formula to determine the [[quality]] of the resulting item:&lt;br /&gt;
# Find the effective skill level (i.e. Novice=1, Legendary=15), ''uncapped'', with status penalties applied (see below)&lt;br /&gt;
# Roll for item quality &amp;quot;points&amp;quot;: &amp;lt;code&amp;gt;rand(0..10) + rand(0..(level * 5) / 2) + rand(0..(level * 5) / 2)&amp;lt;/code&amp;gt; (where &amp;lt;code&amp;gt;rand(0..N)&amp;lt;/code&amp;gt; returns a number from 0 to N, inclusive)&lt;br /&gt;
# Add points for physical attributes: &amp;lt;code&amp;gt;(rand(0..phys_attr1) / 100) + (rand(0..phys_attr2) / 250) + (rand(0..phys_attr3) / 250)&amp;lt;/code&amp;gt; (for whichever attributes are actually associated with the skill)&lt;br /&gt;
# Add points for mental attributes: &amp;lt;code&amp;gt;(rand(0..ment_attr1) / 100) + (rand(0..ment_attr2) / 250) + (rand(0..ment_attr3) / 250)&amp;lt;/code&amp;gt; (see above)&lt;br /&gt;
# Adjust points based on focus (or lack thereof): &amp;lt;code&amp;gt;points = (points * current_focus) / undistracted_focus&amp;lt;/code&amp;gt;&lt;br /&gt;
# Apply status penalties '''again''', this time to the &amp;quot;points&amp;quot;&lt;br /&gt;
# If you have a Curse (or Blessing) with a Luck modifier, apply it to the points: &amp;lt;code&amp;gt;points = (points * luck_mul_percent) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
# Add 10 points if the item being produced matches an Item preference on the maker&lt;br /&gt;
# Add 10 points if the item being produced matches a Material preference on the maker&lt;br /&gt;
# Feed the points into the following formula:&lt;br /&gt;
#* 0-21 - base quality&lt;br /&gt;
#* 22-29 - Well-crafted&lt;br /&gt;
#* 30-34 - Fine&lt;br /&gt;
#* 35-44 - Superior&lt;br /&gt;
#* 45-54 - Exceptional&lt;br /&gt;
#* 55+ - 1/3 Masterwork, 2/3 Exceptional&lt;br /&gt;
&lt;br /&gt;
Labors with or without quality often have a time period associated with them, and skill levels reduce this significantly.  Legendary skill can eliminate all time required to do a job down to a single action, exponentially increasing productivity.&lt;br /&gt;
&lt;br /&gt;
Combat skills can scale upwards to a functionally impossible-to-reach degree, meaning that simply reaching Legendary in a combat skill only means they've just started climbing the ranks of the legendary warriors of ''Dwarf Fortress''. A Legendary +100 warrior will hit more regularly and deal more damage than a &amp;quot;mere&amp;quot; Legendary +10, although it takes nearly three-quarters of a million more experience points to get there.&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves which are suffering from various status ailments will have all of their skill levels reduced, causing them to work slower and produce lower-[[quality]] goods where relevant. The latter is unimportant for non-quality tasks such as [[wood cutting]] or [[furnace operating]], but you may want to delay construction of, say, [[platinum]] [[statue]]s or [[steel]] [[armor|breastplates]], if the [[smith]] forging them is famished or hollow-eyed from lack of sleep. For instance, dwarves that aren't in a martial trance that have pain above a certain level get all their rolls halved.&lt;br /&gt;
&lt;br /&gt;
Each of the following status ailments can impact a Dwarf's skills:&lt;br /&gt;
* Nausea - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Winded - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Stunned - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dizzy - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fever - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Blind - reduce by 75%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Extreme Pain - reduce by 75%&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Tired - reduce by 25%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Over-Exert - reduce by 25% twice&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Exhausted - reduce by 25% three times&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dehydrated - reduce by 50%&lt;br /&gt;
* Starving - reduce by 50%&lt;br /&gt;
* Very Drowsy - reduce by 50%&lt;br /&gt;
* Thirsty for Blood - reduce by 25% or 50%, depending on severity&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Does not apply to dwarves who are Enraged, in a Martial Trance, or throwing a [[Tantrum]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Does not apply to dwarves who are in a Strange Mood or are Insane&lt;br /&gt;
&lt;br /&gt;
Notably, having multiple status ailments will result in '''cumulative''' penalties - for example, being both Stunned and Dizzy will cause all skill levels to drop by 75%.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
Skills are grouped under &amp;quot;professional&amp;quot; categories (shown below), each category represented by a specific color. In classic, the display color for a dwarf reflects its current profession, which is determined by their highest level (not [[experience]]) of their skills; while in premium only the color of their name changes. Professions do not affect skills or tasks in any way, professions are merely a reflection of the highest skill, and a loose way to differentiate dwarves with different types of skills. It is not perfect, but it can help when trying to spot a specific dwarf in a list or group.&lt;br /&gt;
&lt;br /&gt;
So (and assuming it's their highest skill) your Miners names are always light gray, your Metal Workers are always dark gray, Masons (and Engravers) are always white, your Mechanics (and Siege Engineers and Pump Operators) are always red, and those waves of olive [[migrant]]s are all &amp;quot;Farmers&amp;quot; of some stripe. This is not to say that a dwarf doesn't also have some other skill(s) from a different category, ones that may be just lower than their highest skill (which is determining the color for their current profession), so be sure to examine each new arrival - but that's their current best, and so their current color/profession. &lt;br /&gt;
&lt;br /&gt;
A dwarf with no skill levels above [[Skill#Skill level names|dabbling]] is displayed as &amp;quot;peasant&amp;quot; as their listed &amp;quot;profession&amp;quot;, falling in the teal &amp;quot;miscellaneous&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The one exception to this are some of your appointed [[noble]] positions, which are the magenta/purple of the Administrator category. Appointing a new noble will apply that magenta color to the new &amp;quot;noble&amp;quot; dwarf, regardless of their previous profession.&lt;br /&gt;
&lt;br /&gt;
Professions can change as skills are increased. When a skill in a new category is raised to a higher level than any in other categories, creating a new &amp;quot;highest&amp;quot; status, the dwarf will change listed profession and display color accordingly. This change is accompanied by a minor [[announcement]] to that effect.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Woodworker]]|6:1|6:1|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|7:1|7:1|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Stonecutter]]&lt;br /&gt;
* [[Stone carver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Ranger]]|2:0|2:0|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Doctor]]|5:0|5:0|&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Crutch-walker]]&lt;br /&gt;
* [[Diagnostician]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Farmer]]|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Gelder]]&lt;br /&gt;
* [[Planter]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Fishery worker]]|1:0|1:0|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Jeweler]]|2:1|2:1|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|&lt;br /&gt;
* [[Bookbinder]]&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Glazer]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Papermaker]]&lt;br /&gt;
* [[Potter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Wax worker]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Engineer]]|4:1|4:1|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* [[Knapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Administrator]]|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Military]]|0:1|0:0|type=m|&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axeman]]&lt;br /&gt;
* [[Biter]]&lt;br /&gt;
* [[Blowgunner]]&lt;br /&gt;
* [[Bowman]]&lt;br /&gt;
* [[Crossbowman]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Discipline]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Hammerman]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Knife user]]&lt;br /&gt;
* [[Lasher]]&lt;br /&gt;
* [[Maceman]]&lt;br /&gt;
* [[Military tactics]]&lt;br /&gt;
* [[Misc. object user]]&lt;br /&gt;
* [[Pikeman]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Spearman]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Swordsman]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Broker]]|3:0|3:0|&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* [[Climber]]&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Reader]]&lt;br /&gt;
* [[Rider]]&lt;br /&gt;
* [[Schemer]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Performance|3:0|3:0|&lt;br /&gt;
* [[Dancer]]&lt;br /&gt;
* [[Singer]]&lt;br /&gt;
* [[Musician]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
* [[Keyboardist]]&lt;br /&gt;
* [[Stringed instrumentalist]]&lt;br /&gt;
* [[Wind instrumentalist]]&lt;br /&gt;
* [[Percussionist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Scholar|3:0|3:0|&lt;br /&gt;
* [[Critical thinker]]&lt;br /&gt;
* [[Logician]]&lt;br /&gt;
* [[Mathematician]]&lt;br /&gt;
* [[Astronomer]]&lt;br /&gt;
* [[Chemist]]&lt;br /&gt;
* [[Geographer]]&lt;br /&gt;
* [[Optics engineer]]&lt;br /&gt;
* [[Fluid engineer]]&lt;br /&gt;
* [[Wordsmith]]&lt;br /&gt;
* [[Writer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* [[Balance]]&lt;br /&gt;
* [[Coordination]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Mod skill|Skill 1]]&lt;br /&gt;
* [[Mod skill|Skill 2]]&lt;br /&gt;
* [[Mod skill|Skill 3]]&lt;br /&gt;
* [[Mod skill|Skill 4]]&lt;br /&gt;
* [[Mod skill|Skill 5]]&lt;br /&gt;
* [[Mod skill|Skill 6]]&lt;br /&gt;
* [[Mod skill|Skill 7]]&lt;br /&gt;
* [[Mod skill|Skill 8]]&lt;br /&gt;
* [[Mod skill|Skill 9]]&lt;br /&gt;
* [[Mod skill|Skill 10]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, attributes and traits==&lt;br /&gt;
*'''Skills and [[attribute]]s''': &lt;br /&gt;
**.. are both trained by being used in activities they relate to.&lt;br /&gt;
**.. both influence future success of these activities, like craft quality, work speed, combat survivability, accuracy and damage.&lt;br /&gt;
**The dwarf's profession is determined by their highest-ranking skill group.&lt;br /&gt;
**Crafting skills are increased by [[preferences]], allowing the the dwarf to make items beyond their skill level.&lt;br /&gt;
**The dwarf's highest moodable skill determines potential artifact types during a [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Personality trait|Traits]]''':&lt;br /&gt;
**can be changed (at least beliefs change through arguments).&lt;br /&gt;
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.&lt;br /&gt;
**give [[thought]]s when performing certain activities.&lt;br /&gt;
**influence choice of [[artifact]] materials.&lt;br /&gt;
&lt;br /&gt;
To summarize, it goes like this:&lt;br /&gt;
&lt;br /&gt;
 Thought &amp;lt;--triggers-- Activity ----trains----&amp;gt; Attribute&lt;br /&gt;
    ^          ,----------|                         |&lt;br /&gt;
 modifies   modifies    trains                   increases&lt;br /&gt;
    | ,--------'          |                         |&lt;br /&gt;
    | v                   v                         v&lt;br /&gt;
  Trait --influences--&amp;gt; Skill --increases--&amp;gt; Dwarf performance&lt;br /&gt;
    |           ,---------|&lt;br /&gt;
  item        item        |&lt;br /&gt;
 material     type    determines&lt;br /&gt;
    |  ,--------'         |&lt;br /&gt;
    v  v                  v&lt;br /&gt;
 Artifact &amp;lt;--chosen-- Profession&lt;br /&gt;
              dwarf&lt;br /&gt;
&lt;br /&gt;
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
As [[Personality trait|traits]] can limit learning some skills, which can be required by some Noble positions, the need arises to:&lt;br /&gt;
*avoid appointing a dwarf that will never learn a certain skill to a Noble position that uses it:&lt;br /&gt;
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] broker''.&lt;br /&gt;
*appoint a dwarf with a useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:&lt;br /&gt;
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.&lt;br /&gt;
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.&lt;br /&gt;
&lt;br /&gt;
==Skill rust==&lt;br /&gt;
Every skill has the following set of improvement and decay counters, which are caste specific:&lt;br /&gt;
&lt;br /&gt;
{{token|SKILL_RATE|c}} (Default is {{token|SKILL_RATE|cr|100:8:16:16}})&lt;br /&gt;
 * % of improvement points you get (Default 100)&lt;br /&gt;
 * unused counter rate (Default 8)&lt;br /&gt;
 * rust counter rate (Default 16)&lt;br /&gt;
 * demotion counter rate (Default 16)&lt;br /&gt;
&lt;br /&gt;
The unused counter starts incrementing while a dwarf isn't using a skill. Once it reaches the cap, it will reset to zero, and the rust counter rate will increment by 1. This continues until the rust counter's cap is reached, and then the demotion counter is incremented by 1, and the rust counter is reset to zero. When the demotion counter finally reaches its cap, a 'layer' of rust is added to the skill, and the demotion counter is reset to zero.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Rusty}} and {{DFtext|V.Rusty}} descriptions which are appended to a skill within ''Dwarf Fortress'' are determined by the following conditions:&lt;br /&gt;
&lt;br /&gt;
*Rusty: A skill level greater than 0 and less than 4, and the skill level * 0.5 &amp;lt;= the number of rust layers.&lt;br /&gt;
*Very Rusty: A skill level greater than or equal to 4, and the skill level * 0.75 &amp;lt;= the number of rust layers.&lt;br /&gt;
&lt;br /&gt;
For example, a level 3 skill with 4 layers of rust: 3 * 0.5 = 1.5 which is less than the 4 layers of rust, so it's a Rusty skill. A level 8 with 6 layers of rust: 8 * 0.75 = 6 which is equal to the layers of rust, so it's a Very Rusty skill.&lt;br /&gt;
&lt;br /&gt;
In testing, it appears that the layers of rust are limited to a maximum of 6. If the counters reach the maximum and it attempts to increase to a 7th layer of rust, all counters are stopped, and the 'Rusty' and 'V. Rusty' descriptions are erroneously removed from the skill descriptions within ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
==Performances==&lt;br /&gt;
&lt;br /&gt;
Randomly generated musical [[instrument]]s and musical compositions are also considered skills and gain experience from use, though it is not clear how greater skill levels affect anything or if these performance-related skills rust.&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills| }}&lt;br /&gt;
[[ru:Skill]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=282807</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=282807"/>
		<updated>2023-01-03T19:28:16Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=282806</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=282806"/>
		<updated>2023-01-03T19:27:33Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
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== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
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An '''exploration''' is essentially a raid on any ''unoccupied'' site. There fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
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Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
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After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
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Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
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If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
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=== Mission types ===&lt;br /&gt;
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:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
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Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
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:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
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All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
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'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
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=== Raid ===&lt;br /&gt;
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In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
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'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
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=== Pillage ===&lt;br /&gt;
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On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
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=== Raze ===&lt;br /&gt;
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When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
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=== Tribute ===&lt;br /&gt;
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Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
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=== Conquer ===&lt;br /&gt;
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Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
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If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
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You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
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== Artifact/Citizen recovery == &lt;br /&gt;
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An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
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You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
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Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
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==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
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== Mission uses ==&lt;br /&gt;
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Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
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Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
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Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
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Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
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== Other notes ==&lt;br /&gt;
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* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
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* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
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* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
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* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
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* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
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* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
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* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
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* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
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* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
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* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
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* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
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* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
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* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
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* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
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* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
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== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
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[[File:Mission report example.png|center|700px]]&lt;br /&gt;
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== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
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==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=282492</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=282492"/>
		<updated>2023-01-03T07:49:26Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: /* Any info on fixing &amp;quot;creature description not found?&amp;quot; */&lt;/p&gt;
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&lt;div&gt;{{archive|&lt;br /&gt;
# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
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== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
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My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
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Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
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==Revisiting Redirects==&lt;br /&gt;
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I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
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If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
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:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
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Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
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What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
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:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
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In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
&lt;br /&gt;
:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
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:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
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:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
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:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
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If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
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:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
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Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
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I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
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Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
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As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
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My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
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I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
&lt;br /&gt;
There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
&lt;br /&gt;
This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
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:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weird redirect behaviour ==&lt;br /&gt;
&lt;br /&gt;
[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
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== v50 organization ==&lt;br /&gt;
&lt;br /&gt;
Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;br /&gt;
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::Yeah, we could do that if we decide to. We were talking about doing that for v50, actually, and might still do something similar to preserve edit history if it doesn't end up being too hard to automate. Our hope is that we will not introduce new namespaces for v50 -&amp;gt; v5x, unless there is a serious breaking change (and hopefully there isn't one). But if we change our mind, one advantage of the type of migration you mentioned is that it can be done retroactively - we can copy historical revisions that were current at the time of the release, and would only lose some typo fixes made after the release that apply to earlier versions as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:11, 15 December 2022 (UTC)&lt;br /&gt;
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ETA is &amp;lt; 24 hours. Doing some final checks on a migration script. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:08, 19 December 2022 (UTC)&lt;br /&gt;
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: We should really have a task list as there are many things that change and need updating. Including but not limited to:&lt;br /&gt;
:* Most templates that used the previous namespace convention broke, including nav templates. &lt;br /&gt;
:* Many game files changed locations and their pages need to be updated.&lt;br /&gt;
:* Raws need to be updated. &lt;br /&gt;
:* Various features added, changed, removed. &lt;br /&gt;
:* UI has been changed  -- though I am more inclined to wait for classic release to avoid extra work --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:56, 20 December 2022 (UTC)&lt;br /&gt;
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&amp;quot;''Raws need to be updated.''&amp;quot; Including applying text wraparound where necessary, I suppose - more than a few of them have proven to be that special kind of...''difficult'' to navigate otherwise, shall we say? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:52, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is already a task list in the [[#v50 migration|section below]] that includes templates and raws, with an explanation. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:25, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 migration ==&lt;br /&gt;
&lt;br /&gt;
The initial migration script is done. New content is in the '''main''' namespace, e.g. [[Cat]]. Old content is still at [[DF2014:Cat]]. History was migrated to the ''new'' (main namespace) articles.&lt;br /&gt;
&lt;br /&gt;
I know several things are broken still. Please reply if you find any others:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left: 2px solid red&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Versioned templates haven't been migrated yet (e.g. {{tl|vermin}} on [[Ant]])&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed. Most were migrated by a bot.&lt;br /&gt;
* Raws are missing on all pages that use them.&lt;br /&gt;
** This also affects sidebars, such as on [[Cat]] and [[Microcline]].&lt;br /&gt;
** Update: The DFRawFunctions extension has been upgraded to include v50 raws, using the &amp;quot;v50:&amp;quot; prefix for filenames instead of &amp;quot;DF2014:&amp;quot;. I haven't finished a migration script to create the /raw pages themselves, but they can typically be created manually by copying the DF2014 /raw pages and changing &amp;quot;DF2014&amp;quot; to &amp;quot;v50&amp;quot; everywhere. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:20, 1 January 2023 (UTC)&lt;br /&gt;
* Some pages where the DF2014 page was a redirect to a main namespace page that contained content were migrated incorrectly.&lt;br /&gt;
** In this case, the main namespace page is usually a redirect to itself. This can be fixed by undoing LethosorBot's edit to the main namespace page, then copying the content to the DF2014 page.&lt;br /&gt;
** Update: most seem to have been fixed manually - thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Some main-namespace talk pages redirect to DF2014 talk pages. Some of these redirects work, and some (usually older ones) do not.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed with a bot. Some redirects from talk pages to other deleted talk pages are now broken, e.g. [[Talk:Above_ground]] (exists) -&amp;gt; [[Talk:Tile attributes]] (redlink). I am leaving them like that because they redirect to where the talk page should be created, but I'm also fine with people deleting them if they really want to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* {{tl|quality}} for new articles is disabled (see below)&lt;br /&gt;
* Some links from DF2014 to Main weren't working: e.g. the version selector [[DF2014:Mason's workshop]] was linking to [[DF2014:Main:Mason's workshop]] instead of [[Main:Mason's workshop]]. I'm not sure exactly why, but I fixed it with a change to the NamespaceLinks extension. Let me know if you spot similar broken links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:19, 21 December 2022 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:54, 20 December 2022 (UTC)&lt;br /&gt;
:The quality levels of the 50.03 pages seem to be missing. I'm not sure if that's covered under that first point. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 06:47, 20 December 2022 (UTC)&lt;br /&gt;
::If the the [[Dwarf Fortress Wiki:Quality]] feature can be made to work with namespace scheme change, I suggest to automatically assign the lowest quality rating to all pages, alternately add the {{tl|old}} to all pages. Otherwise there will be a lot of pages that will fall through the cracks. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:12, 20 December 2022 (UTC)&lt;br /&gt;
:::I disabled {{tl|quality}} in the main namespace because it would require some rework to make the rating script and the template work properly there. Feel free to take a stab at the template. I will see what can be done on the extension side. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:14, 20 December 2022 (UTC)&lt;br /&gt;
::::What needs to be done on the template side? I'm not sure I see too big of an issue leaving pages as &amp;quot;unknown-quality&amp;quot; for now (or just change the default to tattered) until we get the rating script working. Is that script up anywhere, anything that could be helped with? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:10, 2 January 2023 (UTC)&lt;br /&gt;
:::::They're already marked as unknown. Really the only issue I know of with the template is that it doesn't show up with some of the newer skins we added, and that can be fixed by getting rid of the absolute positioning. As for the script, it can be found at https://github.com/DF-Wiki/QualityRatings, and the issue is really only with the configuration system not recognizing the main namespace as valid. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:29, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears some pages are redirecting recursively and never resolving correctly, like the [[https://dwarffortresswiki.org/index.php?title=Character_table&amp;amp;redirect=no|character table]] and [[tileset repository]] 07:35, 20 December 2022 (UTC)&lt;br /&gt;
: Indeed, these can be caught here: [[Special:DoubleRedirects]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:51, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be useful to change the notice title to &amp;quot;release information '''for editors'''&amp;quot; --[[Special:Contributions/142.59.195.176|142.59.195.176]] 10:26, 20 December 2022 (UTC)&lt;br /&gt;
:Can do. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::New here, hello. Should we set a date where we remove/only show the banner for logged in users. There are (some) pages that have 4 different notices about the upgrade. [[Engraving]] is one such page, the top banner states &amp;quot;information for editors&amp;quot;, we then have the &amp;quot;this page was migrated&amp;quot; banner, a version selection which warns the article might be inaccurate, and a smaller banner saying the page might need to be updated. Quite a lot of screen space, I think we can start to slowly reduce the amount of warnings this coming month? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 10:07, 2 January 2023 (UTC)&lt;br /&gt;
Main talkpages seem to redirect to DF2014 talk. Not sure if it is intentional but I like it, though we should pay attention when creating new discussion relating to v50 ending up there.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:18, 20 December 2022 (UTC)&lt;br /&gt;
:That's unintentional. I specifically wrote the migration script to not move talk pages, but that has the side-effect of leaving any previously-created &amp;quot;Talk -&amp;gt; DF2014 talk&amp;quot; redirects intact. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yo Lethosor, are we adding graphic sprites for the pages in some way? Or are we waiting for you to add some sort of new template or something? I'm sure you don't need me to tell you that the current templates don't allow that. Not sure if I'm allowed to change/create any templates either, as I don't want to break things for hundreds of pages. Edit: And IF the icons are allowed, should they be left alone, or 2×-3× sized like how the Minecraft wiki does it? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:29, 20 December 2022 (UTC)&lt;br /&gt;
:Depends on which templates you mean. There are copyright concerns with uploading a premium sprite sheet, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::I'm not talking about uploading an entire sprite sheet. I'm just talking about individual icons for each respective page. One image for cows, one for horses, one for werebeasts, etc. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:50, 20 December 2022 (UTC)&lt;br /&gt;
:::If we do that for every creature in the sprite sheet, that's not much different (in terms of copyright) from uploading the entire sprite sheet. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:09, 20 December 2022 (UTC)&lt;br /&gt;
::::Is there someone we can talk to about that? We finally get this new game with graphics, and then we can't use the very graphics of the game? No matter what the rules are, I'd say that would be the stupidest thing ever. I know I'm infamous here when it comes to copyright and images and stuff, but about 80% of game wikis out there are completely unofficial, and use game file images like no one's business. I can't imagine anyone's door being knocked on if we used the game's sprites, but I won't add any here until we have a go-ahead. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 20 December 2022 (UTC)&lt;br /&gt;
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:::::...I've made noise in Mayday's direction on this matter, at least (prob an incorrect maneuver, ''but'').[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:55, 20 December 2022 (UTC)&lt;br /&gt;
:::::: I hope some sort of arrangement can be made so we can use the new sprites with permission/limits, just as we are using the raw files. Otherwise we are all (devs and editors alike) shooting ourselves in the foot here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:07, 20 December 2022 (UTC)&lt;br /&gt;
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:::::::I just thought of something. We're supposedly not allowed to upload entire sprite sheets, right? What if - for the time being - we just use a few of them for the purpose of testing out new infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:46, 20 December 2022 (UTC)&lt;br /&gt;
::::::::I don't know. If someone could ask Kitfox and post the response here, that would be great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:47, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::I've reached out to Alexandra, but she hasn't answered yet. Until then I found these old approvals from the previous community manager, Feeona: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8243633#msg8243633 link1], [http://www.bay12forums.com/smf/index.php?topic=176640.msg8243642#msg8243642 link2]). Waiting for a newer response until we begin mass uploads is probably the politer option, but like Zippy said, it is also standard for wikis to use game sprites with less approval. I second their idea of trying it out with a few images to test the infoboxes. On the extreme off-chance (and I do think it is) Kitfox protests we can always remove these few. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:19, 20 December 2022 (UTC) &lt;br /&gt;
:::::::::And here is a third, more official statement: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8249718#msg8249718 link3]). Perhaps that address of info@kitfoxgames.com is the better channel to ask for a confirmation, rather than Discord DMs, but I will be going to bed, so it is best if someone else does that. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:29, 20 December 2022 (UTC)&lt;br /&gt;
::::::::::Thanks for tracking this down! Ok, sprites should be fine, but let's avoid uploading the entire premium tileset as a single image, for instance (as the forum thread says, &amp;quot;use common sense&amp;quot;). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 21 December 2022 (UTC)&lt;br /&gt;
::::::::::: Looks good, permission is always preferable over fairuse, I think it is a win win for all involved. I agree that we shouldn't upload entire sprite sheets (e.g. there is no reason to upload the windmill from every direction or whole construction phase for workshops) and that there are a lot of details that needs to be ironed out through testing. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 05:07, 21 December 2022 (UTC)&lt;br /&gt;
:::::::::We have a green light on uploading all and any sprites. Their response to me can be seen [https://i.imgur.com/BhmHjzC.png here]. I'm sure someone else confirmed it before me. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 21 December 2022 (UTC)&lt;br /&gt;
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Shifting temporarily to a new issue, is the documentation of [[Template:ArticleVersion]] outdated? It would seem so to me, since the current version no longer has its own namespace, with the templates needing updating being different ones. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 18:30, 20 December 2022 (UTC)&lt;br /&gt;
:I think it is still accurate enough. We left open the possibility of making another namespace in the future, albeit with a different migration strategy - see [[#v50 organization|above]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:52, 20 December 2022 (UTC)&lt;br /&gt;
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Some Changes to infoboxes might be needed. Too bad [[User:Doorkeeper]] isn't around. He did a great work with navbox project--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:52, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just realized that raw files aren't stored as regular wiki pages but loaded via the DFRawFunctions extension (hence the need to update). Good news it's going to be handled in bulk, consistently and relatively easy to updated. Even better it's Lethosor problem ;) Also I just realized that all the &amp;quot;raw files&amp;quot; (txt files in the new vanilla folder) are released into the public domain.  Both are probably not news to the vets but I'll leave it here for those who less up to date like myself. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:35, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed that some templates aren't working properly in the new namespace, e.g. [[Basalt]] entry had its raw updated manually but the infobox fail to show any details. Cursory look suggest {{t|layerlookup/0}} need a minor tweak. This should do the work&lt;br /&gt;
:: Replace: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:: With___: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;:&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: Not sure what the plan and ETA with raws update so I didn't touch this high usage template for now. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:11, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Please do feel free to make this update. I am still working on a script to create the &amp;lt;code&amp;gt;/raw&amp;lt;/code&amp;gt; pages themselves. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wouldn't it be an idea to add to the Sitenotice to remove the {{tl|migrated article}} tag when an article has been fully updated? I see many articles that seem to be updated still have the tag. And/or advise to make use of the {{tl|verify}} for sections still in need of checking? --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 10:12, 2 January 2023 (UTC)&lt;br /&gt;
:Probably a good shout. The &amp;quot;see this page&amp;quot; link does include the detail on removing but we should more explicitly encourage removing the banner once a page has at least been looked over. [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:01, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 specific issues ==&lt;br /&gt;
=== Graphics===&lt;br /&gt;
Follow up on the use of game sprites and the need to trying it out with a few images to test the infoboxes. First sprite [[:File:Beds v50.png]] was uploaded and used on [[Bed]] entry. Any thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:06, 21 December 2022 (UTC)&lt;br /&gt;
:Seems like it should be rearranged to be horizontal. Also, has there been a serious discussion about copyright? Full screenshots are 100% fine, but you start going into a grey area when you upload pieces of a spritesheet. I'm of the opinion that it's all fine as long as it's inconvenient to reconstruct the full sheet from the individual images. Maybe a further restriction could be you shouldn't upload any of the art unless it's used in an infobox (maybe an exception for pieces of the UI). And one more restriction could be you shouldn't show everything, like in your bed example, maybe just the wooden bed is good enough, leave out the stone and metal, &amp;lt;small&amp;gt;especially since those can only be made from strange moods&amp;lt;/small&amp;gt;. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:43, 21 December 2022 (UTC)&lt;br /&gt;
::Actually, your bed image is kinda bad for showing off what a bed looks like because it doesn't show the pillow/blankets. That might point to cropped screenshots being the best path, although less convenient for the uploader, as you don't get details left out. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:46, 21 December 2022 (UTC)&lt;br /&gt;
::I created a new license template [[Template:Copyright game]], based it on the way the RimWorld wiki does things. Call it a prototype, but it's probably how your bed image should be labelled. Indeed, I added it to it already. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
&lt;br /&gt;
::: I agree that the horizontal arrangement would suit better here and that we should strive to represent how things look in-game. Otherwise, I am not too concerned about people being able to reconstruct anything (lets just say that ''anyone'' interested in that can get the real thing from the game files), also it seem we have permission to use the sprits on top of fairuse. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:55, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Modifying the existing template to allow the inclusion of the new sprites is easy (Something like [https://ibb.co/zFXCrjd this]?) The big question is the matter of consistency is there any exceptions that will break the format (size wise with variant bloat for example), the sprite naming format, etc --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:44, 21 December 2022 (UTC)&lt;br /&gt;
::: If we are going to show a variant for each material type, then maybe these should be added as separate images so we can add a tooltip for each image. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:49, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've got another prototype going here and here: [[User:Brightgalrs/vector.css]] and [[User:Brightgalrs/Sandbox]]. (You'll need to add the css stuff to your own /vector.css). Basically it's a way to recolor images using css classes. No idea if there's a better way. Also, the real implementation would require a change to [[MediaWiki:Common.css]]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:41, 21 December 2022 (UTC)&lt;br /&gt;
:Should mention, there ''is'' a different way, just upload each image 16 times, one for each coloring. But maybe that's not very elegant. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:45, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It should be noted that soon the classic edition will be released, hence one should plan to have both the Premium and classic alongside in that little space --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:14, 22 December 2022 (UTC)&lt;br /&gt;
::I'm looking into a tab extension to potentially support this in infoboxes. Perhaps [https://www.mediawiki.org/wiki/Extension:Tabs Extension:Tabs]? I tried [https://www.mediawiki.org/wiki/Extension:TabberNeue Extension:TabberNeue], but it displays a placeholder if JavaScript is disabled, which isn't great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:22, 22 December 2022 (UTC)&lt;br /&gt;
::: The Neue Tabber seem to works pretty much like the old one (which fandom [https://coding-help.fandom.com/wiki/Tabber#Adding_images_into_tabbers still use]) defaulting to showing the first tab only. Quick look suggest that neue work the same, plus the notice that 'Tabber requires Javascript to function' warning? if so, and if it is a bother, then you should be able to edit out the tabberneue-noscript string in code. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:29, 22 December 2022 (UTC)&lt;br /&gt;
::: I much prefer your tabber solution, but if that fails we can also use the gallery slideshow mode. If so, beware it has no way to control image size so the images have to be maliciously uploaded using the exact same size. example:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SteelSample.png&lt;br /&gt;
File:TinSample.png &lt;br /&gt;
File:ZincSample.png&lt;br /&gt;
File:GoldSample.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:19, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== adding premium set to Infobox ====&lt;br /&gt;
I am unclear where are we going with this? &amp;lt;br&amp;gt;&lt;br /&gt;
1) Will (A) tabs be implemented, (B) we be using mediawiki toggle [[Template_talk:V50_workshop|example]] for premium and classic/blocked, (c) put images side by side, or (d) something else?&amp;lt;br&amp;gt;&lt;br /&gt;
2) Also [[silver]] and [[Pig iron]] use very different image style for example.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Anything else you want ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Personally, I would love tabs to be implemented, but I think that side by side might be best for most. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
: Here is rough layout we can use. It should fit most buildings given the default sprite size. There is also a different floor plan for both (inspired by reddit) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 5x5&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&lt;br /&gt;
|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
|colspan=2|&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siege workshop.png|center|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%; font-size: 125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Siege workshop}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;line-height: 1em; font-size: 125%;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;border-spacing:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 3x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: right;&amp;quot;|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;float:left; border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&amp;lt;span style=&amp;quot;padding-top:5px; text-align: right;&amp;quot;&amp;gt;{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|- valign=top&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;[[File:Carpenter's workshop.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- raw tile changes adds padding and margin --&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|&amp;quot;|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|{{=}}|6:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|]|0:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x1&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:Screw_press.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:water_wheel.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;line-height:normal;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:Any thoughts on the direction and or any and all of its elements? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:16, 31 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kind of like side-by-side, if it fits. If anyone wants to implement a toggle button or tabs, I would ask that that be implemented in a template for now, so that e.g. we could change a toggle button to tabs in a single place if we decide to install an extension to support that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:14, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I noticed a comment saying that [[impassable tile]] are no longer used in v50, is that true for all constructions? If so, floor plans are no longer needed, making things much easier as we can fit everything in except the 5v5 constructions like trade depot (and even these can be placed one above the other if so desired). If not, any thought on the alternative floor plan design? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:46, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: None of the constructions have blocking tiles any more from my experience playing. I haven't tested siege weaponry with that stuff, but none of the workshops have it, nor does any furniture. (walls and fortifications will of course obstruct movement [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 18:47, 1 January 2023 (UTC)&lt;br /&gt;
::::: Ok, I have removed them from v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have added a basic side by side variant to [[Template:V50 workshop]] and [[Template:Building]] for testing, let us know if there any issues. Few notes:&lt;br /&gt;
* The default image naming scheme of &amp;lt;code&amp;gt;workshop-name.png&amp;lt;/code&amp;gt; will likely conflict with existing images here or on commons, maybe another naming scheme should be used like &amp;lt;code&amp;gt;v50 workshop-name.png&amp;lt;/code&amp;gt; as it is with ascii pictures.&lt;br /&gt;
* There is inconsistency in image size. If you want to use large zoomed images then toggle is best, otherwise they need to be all in native size (96px for 3x3).&lt;br /&gt;
* In the current version the code roughly centers the images and if there is a big image like with [[Siege workshop]] it drops to a new line --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about combining shortcut keys and the new menu icons: &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:white; font-size: large; text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;span style=&amp;quot;position: relative;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:Ui b.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:3px;&amp;quot;&amp;gt;b&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;span style=&amp;quot;position: relative;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:Ui bo.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:3px;&amp;quot;&amp;gt;o&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;span style=&amp;quot;position: relative;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:Ui bol.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:3px;&amp;quot;&amp;gt;l&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;span style=&amp;quot;position: relative;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:Ui boll.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:3px;&amp;quot;&amp;gt;l&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 02:24, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I worry that this is difficult to read (I read it as &amp;quot;boil&amp;quot; at first). I would rather use something like {{tl|k}} with a known background. What about something like this? &amp;lt;span style=&amp;quot;position: relative;&amp;quot;&amp;gt;[[File:Ui boll.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:0px;&amp;quot;&amp;gt;{{k|l}}&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;or, alternatively, using flexbox without any overlap: &amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;[[File:Ui boll.png]]&amp;lt;span style=&amp;quot;align-self: flex-end;&amp;quot;&amp;gt;{{k|l}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:37, 3 January 2023 (UTC)&lt;br /&gt;
:: Same, but that is the best I came up with. We can use the key or maybe someone can help improve the design. Also 'l' is hard to read even with {{t|key}}.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:05, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bizarre palette-swapping idea/prototype ====&lt;br /&gt;
No idea if this is a good idea, since it takes a bit of time to set up, and there might be some performance issues... and maybe display issues?&lt;br /&gt;
&lt;br /&gt;
But take a look at this:&lt;br /&gt;
{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=amber}}&lt;br /&gt;
&lt;br /&gt;
It's way to swap palettes on an image, although the image itself is a table, with each cell representing a pixel. The template itself looks like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=saffron}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Input the pattern and desired palette name.&lt;br /&gt;
&lt;br /&gt;
I've got a larger showcase here: [[User:Brightgalrs/Sandbox/PaletteSwapShowcase]]. Only did a rock pattern so far, but all palettes are implemented. &lt;br /&gt;
The major use for this would be on each stone, metal, wood, etc. type's page. The palette could be read directly from the raws. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:22, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From a technical perspective, my primary concern is indeed performance. Both on the server side and client side, a large number of tables that large (in terms of markup and cell count, that is) tend to be resource-intensive to generate and render. I saw your image-filtering experiments on [[User:Brightgalrs/vector.css]], and while that strikes me as a newer and less-backwards-compatible approach, it would probably be more resource-friendly.&lt;br /&gt;
:Is this color adjustment something the game is doing natively? i.e. does this accurately match what the game displays? I bet we could slap together an image-filtering extension (or find an existing one?) that can do this if needed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:49, 24 December 2022 (UTC)&lt;br /&gt;
::Yeah that's what I suspected. The images the template creates are spot on, checked it against a screenshot I took of some mica rocks in-game. The css stuff is unfortunately totally incorrect, was cool to learn about it though, so not a complete waste of my time :p. The premium, in-game graphics are true sprites, basically patterns of indexed colors. Each of the in-game colors (which are significantly expanded over the 16 ascii colors, there's 116/117) there is a palette defined in &amp;quot;\Dwarf Fortress\data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png&amp;quot;. Each indexed color of the sprite is swapped for the corresponding color in the palette. Because of that, the css stuff doesn't work since it's doing the hue/saturation/brightness changes to the entire sprite.&lt;br /&gt;
::I've looked into an existing mediawiki extension, couldn't find anything. One thing I did't really look at is some type of lua script/module that would basically emulate what the game is doing. So some function that takes in the base image as well as the desired palette, and based on that finds and replaces each color. No idea what mediawiki's capabilities are on that front. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 05:31, 24 December 2022 (UTC)&lt;br /&gt;
:::We do have Scribunto installed now, so it's totally possible to do something in Lua too - forgot about that. I can add you to the group that grants access to edit the Module namespace if you want to give that a shot. If we use an extension, we'd probably need a custom one, similar to DFDiagram (or perhaps DFDiagram could be extended - it's in dire need of a rewrite anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:43, 24 December 2022 (UTC)&lt;br /&gt;
::::I asked around on the mediawiki irc, I think scribunto/lua is a deadend, at least for taking an uploaded image and doing stuff to it with a lua script. However I did come up with this even more bizarre solution, using block elements. [[User:Brightgalrs/Sandbox/PaletteSwapShowcase2]], maybe less resource intensive? Definitely displays a lot worse though, probably unusable.&lt;br /&gt;
::::{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock2|palette-name=saffron}}&lt;br /&gt;
::::I dunno, maybe none of this is worth it and we should just write some external program to put all the images together offline, and then just mass upload. It wouldn't be ''that'' many... [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:37, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Is there an easy way to just paste images from the clipboard?====&lt;br /&gt;
&lt;br /&gt;
I use KDE spectacle to take screenshots straight to the clipboard (after cropping) -- is there an easy way to just paste (and auto-upload) an image into an article? It would make it a lot easier to contribute images. [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:35, 1 January 2023 (UTC)&lt;br /&gt;
:Unfortunately there is not. I would be open to a MediaWiki extension to support this if someone finds one. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:32, 2 January 2023 (UTC)&lt;br /&gt;
:: Looks like this could do it, but I haven't used it before: https://www.mediawiki.org/wiki/Extension:SimpleBatchUpload [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 19:41, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys/Menu navigation ===&lt;br /&gt;
Most key bindings and menus have changed. Should the article reflect a) only the old version, b) only the GUI version or c) both? For example, [[Bridge|bridges]] used to be built via {{k|b}} -&amp;gt; {{k|g}}, but now it's in Place strucutures {{k|b}} -&amp;gt; Constructions {{k|n}} -&amp;gt; Bridge {{k|b}}. What should be written in the article? Currently, it's {{k|b}} -&amp;gt; {{k|g}}. I ''think'' it should be only b), but I am not sure if there will be differences regarding hotkeys or menus between the premium version and the free version and then, c) would be the most appropriate option. --[[User:Prometherus|Prometherus]] ([[User talk:Prometherus|talk]]) 10:16, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure. I wish the classic release soon --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:45, 22 December 2022 (UTC)&lt;br /&gt;
:: Are you Toady's herald? Looks like it was just released! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:18, 22 December 2022 (UTC)&lt;br /&gt;
:: And our questions are answered, the old hotkeys seem to have been thrown out. Part of me is disappointed (useless muscle memory) but also relieved (unified UI for both versions is good in general and for the wiki). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:25, 22 December 2022 (UTC)&lt;br /&gt;
::: According to info, in a sort of 'demo version' at that. I'll wait a little while longer, for myself.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:22, 22 December 2022 (UTC)&lt;br /&gt;
::::It's unlikely that keybindings in it will change significantly. My vote is that we should include information for both premium and classic, everywhere. Hopefully the keybindings are not different between versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:26, 22 December 2022 (UTC)&lt;br /&gt;
:::Shouldn't it be based on the 50 or what verion the article is written for? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 18:42, 22 December 2022 (UTC)&lt;br /&gt;
:::: The keybindings seem to be consistent between versions, (haven't checked exhausitvely, but since the menu layout is the same I think it is a good assumption). Should also keep in mind/consider that not all actions have keybindings. An option would be write 'Click on the &amp;lt;Example Text&amp;gt; icon or press {{k|E}}' [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 23:14, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Removed features &amp;amp; concepts ===&lt;br /&gt;
&lt;br /&gt;
Since they're removed concepts, I've set [[Room]] to be a redirect for [[DF2014:Room]] and created [[Template:Activity zones]] for the nav bar bedrooms, etc, and made the necessary changes to [[Bedroom]] for it. Is this the correct approach, before I go on much further? (also a note, if it is, then [[Template:v50_rooms]] probably needs to be deleted) I also imagine that considering the number of changes in the interface, that things like [[Adventure mode]] and related pages might best be truncated to &amp;quot;not in 50.03&amp;quot; and when it does make it across, being more deliberately brought over in pieces?  [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 06:23, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Usually it is marked with [[Template:Removed_feature]]. For example: [[Dipscript]] or [[Party]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:45, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, that's fair. Should that be mentioned in [[Dwarf_Fortress_Wiki:Versions#Redirects]]? [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 10:03, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think the redirect policy mostly had in mind things that were removed a ''long'' time ago, like [[Tax collector]] and [[Economy]] (and the latter actually has a stub page as well). I guess we could clarify. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:34, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: The &amp;quot;current&amp;quot; redirects also cause the version box to incorrectly show that the current version has a page - e.g. [[23a:Cave_river]] shows a v50.04 version, but it's just a redirect back to that version. Similarly, what should happen to redirects like [[Clothes maker]], where a concept has evolved? It currently goes to [[23a:Clothes maker]] - that's correct if the user is trying to look up a very old concept, but if a new user is looking for &amp;quot;how to make clothes&amp;quot;, they should be directed to [[Clothier]]. --[[User:Danny252|Danny252]] ([[User talk:Danny252|talk]]) 12:16, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: One should be careful with cv redirects. Most that were recently adjusted were unused plural forms (that should probably be deleted) but few like [[Crown]] needed that for backward compatibility. Removing the [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;type=revision&amp;amp;diff=279966&amp;amp;oldid=219482 cv part] means the the link on [[v0.31:Tilesets]] is now broken. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:30, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::If [[v0.31:Tilesets]] is about v0.31, it should not be using &amp;quot;main:&amp;quot; in its links - ''all'' of those links are going to pages about v50, not v0.31, regardless of whether the target is a redirect or not. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 26 December 2022 (UTC)&lt;br /&gt;
:::::: You right, I removed it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:55, 27 December 2022 (UTC) &lt;br /&gt;
&lt;br /&gt;
Crown cv redir issue is now fixed, I believe. As goes with such cases where one can simply revert the troublesome edit, unless I've mistepped, myself? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:52, 26 December 2022 (UTC)&lt;br /&gt;
:Both [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=280026] and [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=279966] should not have had any effect, because &amp;quot;cv&amp;quot; is an alias to the main namespace now, just like &amp;quot;main&amp;quot;. Proof: [[Crown]], [[cv:Crown]], [[main:Crown]]. It's possible caching is coming into play here, although I purged the redirect cache after making that alias change earlier this month... &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:02, 27 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think there have been some changes not captured, but as a newb, I'm afraid to edit the page(s).  A good example is Strawberry.  I'm playing the Steam version right now and Strawberry plants are &amp;quot;not relevant to brewing&amp;quot; in Labor &amp;gt; kitchen &amp;gt; veg / fruit / leaves.  Unless I'm mistaken and need to process them?  Another example is the trade caravan = it seems the 3 square pathing no longer happens; it's just yak(s). 12:31, 28 December 2022 (UTC) 12:29, 28 December 2022 (UTC)&lt;br /&gt;
:Strawberries should be brewable according to the Raws.&lt;br /&gt;
:Trade wagons has been modified in v50. The first wagons will arrive at the same time your fort is becoming a barony. Until then, it's only pack animals and stairs are indeed fine. The [[Trading]] page needs a huge rework anyway... I'll try to do that next week. --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;As far as I can tell, none of the workshop buildings in v50 have blocking tiles any more. There's a comment to the like in data/vanilla/vanilla_buildings/objects/building_custom.txt that says this &amp;quot;[BLOCK:1:0:0:0] workbenches no longer block&amp;quot;. Hesitant to update that template as I'm not sure if it's referenced for all of the old versions too. &amp;lt;/s&amp;gt; [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 05:54, 29 December 2022 (UTC)&lt;br /&gt;
: A new template has been created: {{tl|V50 workshop}} --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
::Thanks! In general, I would like to delegate the switching responsibility to the template (like how {{tl|creaturelookup/0}} works), but in cases where the parameters diverge significantly like with workshops, it could make sense to make an entirely new template. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:40, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== creature infobox prototype (moved) ===&lt;br /&gt;
&lt;br /&gt;
Check it out, I made a temporary template and added it to the [[cow]]s page. Now it shows the sprites (but not the zombified versions yet). I wanted to show everyone a prototype of what v50 creature infoboxes should look like. Or at least something similar to it. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:11, 27 December 2022 (UTC)&lt;br /&gt;
:Hi, I'm new to editing wikis but I have done a bit of work with sprite sheets and I've been going through the DF data files to find the different graphics hoping to help with the animal pages. I've thrown together a template with grass and a few nature sprites (plants, a tree, and a rock) for size reference but I'm unsure how large the 'display' tiles in the middle of the template should be to suit all animals. I can see in the sprite sheets that some land animals have an adult and child sprite, so two tiles. Others have a male, female, and child, but after seeing you include the zombie cows I'm unsure if I should make it twice the size to add them too. Alternatively, I could grab some tiles from the haunted biomes for the zombie animals and make a separate template for a side-by-side comparison. Either way, let me know if this helps. I'd like to help with other graphics too as we add the premium tilesets but the animals seemed the easiest to tackle with me being new to wiki editing. ~~[[User:UristTheSeventh|UristTheSeventh]]&lt;br /&gt;
&lt;br /&gt;
=== When do we remove the migration note on specific pages? ===&lt;br /&gt;
&lt;br /&gt;
At what point can we remove the &amp;quot;this page was auto migrated from v47&amp;quot; warning? There are a bunch of small pages that are more or less accurate, if I've reviewed them, can I go ahead and remove the warning? [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:33, 1 January 2023 (UTC)&lt;br /&gt;
:Yes, feel free to remove it if you think all content is accurate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:31, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Any info on fixing &amp;quot;creature description not found?&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
I see this issue on most creature pages, it seems to be due to a lookup that's not currently functioning? Cows interestingly doesn't have this issue but I couldn't figure out how to recreate whatever fix it's editor did. --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 00:22, 3 January 2023 (UTC)&lt;br /&gt;
:That is the missing raws issue described above. Cow was fixed by the addition of [[cow/raw]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:28, 3 January 2023 (UTC)&lt;br /&gt;
::Ah makes sense, not fully used to the language of wikis yet so I read over it while looking. To put this bit of questioning to rest for any future readers, is it correct that it's fine to update any raws manually, though it will be done automatically at some point? --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 07:48, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Toggleable image ==&lt;br /&gt;
&lt;br /&gt;
Any objections/comments to using this template for now for toggling between classic and premium images? I'd probably rename it to &amp;quot;Template:Premium-classic thumb image&amp;quot;. I'm sure someone can come up with a better UI eventually, but should be easy to migrate at that point. I also think we should use the same customtoggle class for this and for the infobox. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 23:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png|&lt;br /&gt;
caption=My caption|&lt;br /&gt;
width=100px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:This looks nice to me! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:30, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Good initiative. From the top of my head:&lt;br /&gt;
:* I suggest using a shorthand, no one wants to type 'Premium-classic thumb image'. &lt;br /&gt;
:* If we end up using toggle for infoboxes (not sure where we headed there), then I agree definitely same custom toggle class should be used for all, thus allowing to switch premium-classic view on the whole page at a click.&lt;br /&gt;
:* The button part on a separate row isn't pretty, creating a lot of dead space that can be used by the text. Are we set on the label 'toggle ascii'? Classic isn't Ascii per se, maybe we can use a 'toggle' with a tooltip {{tooltip|for example|does bla bla bla}}, or maybe we can get rid of the text and have a smaller icon button ([[User:Jan/sandbox#Metal_example|two examples]]). &lt;br /&gt;
: I hope that helps. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:21, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I added [[Template:Dual image]] with some of your suggestions. Agree that it's not super pretty, feel free to try something different. &lt;br /&gt;
&lt;br /&gt;
::* I put the toggle in the caption mostly because I gave up on trying to make a more sophisticated replacement for the default thumb image behavior, I'm sure someone with better wiki-fu could put together something more intelligent.&lt;br /&gt;
::* I cut the text down to just &amp;quot;Toggle&amp;quot;; I think the best solution would be a small graphic showing the old and new dwarf icons with arrows between them. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 19:21, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{Dual image|&lt;br /&gt;
premium=File:DFwiki5by53by3farm.png|&lt;br /&gt;
classic=File:Quickstart_layout_3.png|&lt;br /&gt;
width=100px|&lt;br /&gt;
caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
::: I updated the layout, now it should look just like a regular image thumb. I didn't had time to test it, if it doesn't work for you or you don't like it just revert the last change. cheers. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:46, 2 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=282383</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=282383"/>
		<updated>2023-01-03T05:34:32Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There fewer options compared to site you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=282381</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=282381"/>
		<updated>2023-01-03T05:30:25Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Many major and minor revisions to make article more 50.4 accurate, including changes to how menus are accessed, more accurate in game terms, and other logical edits; though many statements still need to be (re?)verified for 50.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There fewer options compared to site you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=282079</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=282079"/>
		<updated>2023-01-03T00:22:40Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: /* v50 specific issues */  creature description not found&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
&lt;br /&gt;
My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revisiting Redirects==&lt;br /&gt;
&lt;br /&gt;
I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
&lt;br /&gt;
If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
&lt;br /&gt;
What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
&lt;br /&gt;
:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
&lt;br /&gt;
:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
&lt;br /&gt;
:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
&lt;br /&gt;
:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
&lt;br /&gt;
If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
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Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
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As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
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My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
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I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
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There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
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This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
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:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
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== Weird redirect behaviour ==&lt;br /&gt;
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[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
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== v50 organization ==&lt;br /&gt;
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Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
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:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;br /&gt;
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::Yeah, we could do that if we decide to. We were talking about doing that for v50, actually, and might still do something similar to preserve edit history if it doesn't end up being too hard to automate. Our hope is that we will not introduce new namespaces for v50 -&amp;gt; v5x, unless there is a serious breaking change (and hopefully there isn't one). But if we change our mind, one advantage of the type of migration you mentioned is that it can be done retroactively - we can copy historical revisions that were current at the time of the release, and would only lose some typo fixes made after the release that apply to earlier versions as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:11, 15 December 2022 (UTC)&lt;br /&gt;
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ETA is &amp;lt; 24 hours. Doing some final checks on a migration script. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:08, 19 December 2022 (UTC)&lt;br /&gt;
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: We should really have a task list as there are many things that change and need updating. Including but not limited to:&lt;br /&gt;
:* Most templates that used the previous namespace convention broke, including nav templates. &lt;br /&gt;
:* Many game files changed locations and their pages need to be updated.&lt;br /&gt;
:* Raws need to be updated. &lt;br /&gt;
:* Various features added, changed, removed. &lt;br /&gt;
:* UI has been changed  -- though I am more inclined to wait for classic release to avoid extra work --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:56, 20 December 2022 (UTC)&lt;br /&gt;
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&amp;quot;''Raws need to be updated.''&amp;quot; Including applying text wraparound where necessary, I suppose - more than a few of them have proven to be that special kind of...''difficult'' to navigate otherwise, shall we say? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:52, 20 December 2022 (UTC)&lt;br /&gt;
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:There is already a task list in the [[#v50 migration|section below]] that includes templates and raws, with an explanation. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:25, 20 December 2022 (UTC)&lt;br /&gt;
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== v50 migration ==&lt;br /&gt;
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The initial migration script is done. New content is in the '''main''' namespace, e.g. [[Cat]]. Old content is still at [[DF2014:Cat]]. History was migrated to the ''new'' (main namespace) articles.&lt;br /&gt;
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I know several things are broken still. Please reply if you find any others:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left: 2px solid red&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Versioned templates haven't been migrated yet (e.g. {{tl|vermin}} on [[Ant]])&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed. Most were migrated by a bot.&lt;br /&gt;
* Raws are missing on all pages that use them.&lt;br /&gt;
** This also affects sidebars, such as on [[Cat]] and [[Microcline]].&lt;br /&gt;
** Update: The DFRawFunctions extension has been upgraded to include v50 raws, using the &amp;quot;v50:&amp;quot; prefix for filenames instead of &amp;quot;DF2014:&amp;quot;. I haven't finished a migration script to create the /raw pages themselves, but they can typically be created manually by copying the DF2014 /raw pages and changing &amp;quot;DF2014&amp;quot; to &amp;quot;v50&amp;quot; everywhere. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:20, 1 January 2023 (UTC)&lt;br /&gt;
* Some pages where the DF2014 page was a redirect to a main namespace page that contained content were migrated incorrectly.&lt;br /&gt;
** In this case, the main namespace page is usually a redirect to itself. This can be fixed by undoing LethosorBot's edit to the main namespace page, then copying the content to the DF2014 page.&lt;br /&gt;
** Update: most seem to have been fixed manually - thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Some main-namespace talk pages redirect to DF2014 talk pages. Some of these redirects work, and some (usually older ones) do not.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed with a bot. Some redirects from talk pages to other deleted talk pages are now broken, e.g. [[Talk:Above_ground]] (exists) -&amp;gt; [[Talk:Tile attributes]] (redlink). I am leaving them like that because they redirect to where the talk page should be created, but I'm also fine with people deleting them if they really want to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* {{tl|quality}} for new articles is disabled (see below)&lt;br /&gt;
* Some links from DF2014 to Main weren't working: e.g. the version selector [[DF2014:Mason's workshop]] was linking to [[DF2014:Main:Mason's workshop]] instead of [[Main:Mason's workshop]]. I'm not sure exactly why, but I fixed it with a change to the NamespaceLinks extension. Let me know if you spot similar broken links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:19, 21 December 2022 (UTC)&lt;br /&gt;
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&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:54, 20 December 2022 (UTC)&lt;br /&gt;
:The quality levels of the 50.03 pages seem to be missing. I'm not sure if that's covered under that first point. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 06:47, 20 December 2022 (UTC)&lt;br /&gt;
::If the the [[Dwarf Fortress Wiki:Quality]] feature can be made to work with namespace scheme change, I suggest to automatically assign the lowest quality rating to all pages, alternately add the {{tl|old}} to all pages. Otherwise there will be a lot of pages that will fall through the cracks. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:12, 20 December 2022 (UTC)&lt;br /&gt;
:::I disabled {{tl|quality}} in the main namespace because it would require some rework to make the rating script and the template work properly there. Feel free to take a stab at the template. I will see what can be done on the extension side. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:14, 20 December 2022 (UTC)&lt;br /&gt;
::::What needs to be done on the template side? I'm not sure I see too big of an issue leaving pages as &amp;quot;unknown-quality&amp;quot; for now (or just change the default to tattered) until we get the rating script working. Is that script up anywhere, anything that could be helped with? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:10, 2 January 2023 (UTC)&lt;br /&gt;
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It appears some pages are redirecting recursively and never resolving correctly, like the [[https://dwarffortresswiki.org/index.php?title=Character_table&amp;amp;redirect=no|character table]] and [[tileset repository]] 07:35, 20 December 2022 (UTC)&lt;br /&gt;
: Indeed, these can be caught here: [[Special:DoubleRedirects]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:51, 20 December 2022 (UTC)&lt;br /&gt;
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It might be useful to change the notice title to &amp;quot;release information '''for editors'''&amp;quot; --[[Special:Contributions/142.59.195.176|142.59.195.176]] 10:26, 20 December 2022 (UTC)&lt;br /&gt;
:Can do. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::New here, hello. Should we set a date where we remove/only show the banner for logged in users. There are (some) pages that have 4 different notices about the upgrade. [[Engraving]] is one such page, the top banner states &amp;quot;information for editors&amp;quot;, we then have the &amp;quot;this page was migrated&amp;quot; banner, a version selection which warns the article might be inaccurate, and a smaller banner saying the page might need to be updated. Quite a lot of screen space, I think we can start to slowly reduce the amount of warnings this coming month? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 10:07, 2 January 2023 (UTC)&lt;br /&gt;
Main talkpages seem to redirect to DF2014 talk. Not sure if it is intentional but I like it, though we should pay attention when creating new discussion relating to v50 ending up there.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:18, 20 December 2022 (UTC)&lt;br /&gt;
:That's unintentional. I specifically wrote the migration script to not move talk pages, but that has the side-effect of leaving any previously-created &amp;quot;Talk -&amp;gt; DF2014 talk&amp;quot; redirects intact. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
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Yo Lethosor, are we adding graphic sprites for the pages in some way? Or are we waiting for you to add some sort of new template or something? I'm sure you don't need me to tell you that the current templates don't allow that. Not sure if I'm allowed to change/create any templates either, as I don't want to break things for hundreds of pages. Edit: And IF the icons are allowed, should they be left alone, or 2×-3× sized like how the Minecraft wiki does it? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:29, 20 December 2022 (UTC)&lt;br /&gt;
:Depends on which templates you mean. There are copyright concerns with uploading a premium sprite sheet, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::I'm not talking about uploading an entire sprite sheet. I'm just talking about individual icons for each respective page. One image for cows, one for horses, one for werebeasts, etc. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:50, 20 December 2022 (UTC)&lt;br /&gt;
:::If we do that for every creature in the sprite sheet, that's not much different (in terms of copyright) from uploading the entire sprite sheet. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:09, 20 December 2022 (UTC)&lt;br /&gt;
::::Is there someone we can talk to about that? We finally get this new game with graphics, and then we can't use the very graphics of the game? No matter what the rules are, I'd say that would be the stupidest thing ever. I know I'm infamous here when it comes to copyright and images and stuff, but about 80% of game wikis out there are completely unofficial, and use game file images like no one's business. I can't imagine anyone's door being knocked on if we used the game's sprites, but I won't add any here until we have a go-ahead. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 20 December 2022 (UTC)&lt;br /&gt;
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:::::...I've made noise in Mayday's direction on this matter, at least (prob an incorrect maneuver, ''but'').[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:55, 20 December 2022 (UTC)&lt;br /&gt;
:::::: I hope some sort of arrangement can be made so we can use the new sprites with permission/limits, just as we are using the raw files. Otherwise we are all (devs and editors alike) shooting ourselves in the foot here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:07, 20 December 2022 (UTC)&lt;br /&gt;
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:::::::I just thought of something. We're supposedly not allowed to upload entire sprite sheets, right? What if - for the time being - we just use a few of them for the purpose of testing out new infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:46, 20 December 2022 (UTC)&lt;br /&gt;
::::::::I don't know. If someone could ask Kitfox and post the response here, that would be great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:47, 20 December 2022 (UTC)&lt;br /&gt;
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:::::::::I've reached out to Alexandra, but she hasn't answered yet. Until then I found these old approvals from the previous community manager, Feeona: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8243633#msg8243633 link1], [http://www.bay12forums.com/smf/index.php?topic=176640.msg8243642#msg8243642 link2]). Waiting for a newer response until we begin mass uploads is probably the politer option, but like Zippy said, it is also standard for wikis to use game sprites with less approval. I second their idea of trying it out with a few images to test the infoboxes. On the extreme off-chance (and I do think it is) Kitfox protests we can always remove these few. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:19, 20 December 2022 (UTC) &lt;br /&gt;
:::::::::And here is a third, more official statement: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8249718#msg8249718 link3]). Perhaps that address of info@kitfoxgames.com is the better channel to ask for a confirmation, rather than Discord DMs, but I will be going to bed, so it is best if someone else does that. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:29, 20 December 2022 (UTC)&lt;br /&gt;
::::::::::Thanks for tracking this down! Ok, sprites should be fine, but let's avoid uploading the entire premium tileset as a single image, for instance (as the forum thread says, &amp;quot;use common sense&amp;quot;). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 21 December 2022 (UTC)&lt;br /&gt;
::::::::::: Looks good, permission is always preferable over fairuse, I think it is a win win for all involved. I agree that we shouldn't upload entire sprite sheets (e.g. there is no reason to upload the windmill from every direction or whole construction phase for workshops) and that there are a lot of details that needs to be ironed out through testing. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 05:07, 21 December 2022 (UTC)&lt;br /&gt;
:::::::::We have a green light on uploading all and any sprites. Their response to me can be seen [https://i.imgur.com/BhmHjzC.png here]. I'm sure someone else confirmed it before me. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 21 December 2022 (UTC)&lt;br /&gt;
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Shifting temporarily to a new issue, is the documentation of [[Template:ArticleVersion]] outdated? It would seem so to me, since the current version no longer has its own namespace, with the templates needing updating being different ones. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 18:30, 20 December 2022 (UTC)&lt;br /&gt;
:I think it is still accurate enough. We left open the possibility of making another namespace in the future, albeit with a different migration strategy - see [[#v50 organization|above]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:52, 20 December 2022 (UTC)&lt;br /&gt;
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Some Changes to infoboxes might be needed. Too bad [[User:Doorkeeper]] isn't around. He did a great work with navbox project--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:52, 21 December 2022 (UTC)&lt;br /&gt;
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I just realized that raw files aren't stored as regular wiki pages but loaded via the DFRawFunctions extension (hence the need to update). Good news it's going to be handled in bulk, consistently and relatively easy to updated. Even better it's Lethosor problem ;) Also I just realized that all the &amp;quot;raw files&amp;quot; (txt files in the new vanilla folder) are released into the public domain.  Both are probably not news to the vets but I'll leave it here for those who less up to date like myself. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:35, 22 December 2022 (UTC)&lt;br /&gt;
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: I noticed that some templates aren't working properly in the new namespace, e.g. [[Basalt]] entry had its raw updated manually but the infobox fail to show any details. Cursory look suggest {{t|layerlookup/0}} need a minor tweak. This should do the work&lt;br /&gt;
:: Replace: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:: With___: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;:&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: Not sure what the plan and ETA with raws update so I didn't touch this high usage template for now. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:11, 24 December 2022 (UTC)&lt;br /&gt;
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::Please do feel free to make this update. I am still working on a script to create the &amp;lt;code&amp;gt;/raw&amp;lt;/code&amp;gt; pages themselves. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:12, 1 January 2023 (UTC)&lt;br /&gt;
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Wouldn't it be an idea to add to the Sitenotice to remove the {{tl|migrated article}} tag when an article has been fully updated? I see many articles that seem to be updated still have the tag. And/or advise to make use of the {{tl|verify}} for sections still in need of checking? --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 10:12, 2 January 2023 (UTC)&lt;br /&gt;
:Probably a good shout. The &amp;quot;see this page&amp;quot; link does include the detail on removing but we should more explicitly encourage removing the banner once a page has at least been looked over. [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:01, 2 January 2023 (UTC)&lt;br /&gt;
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== v50 specific issues ==&lt;br /&gt;
=== Graphics===&lt;br /&gt;
Follow up on the use of game sprites and the need to trying it out with a few images to test the infoboxes. First sprite [[:File:Beds v50.png]] was uploaded and used on [[Bed]] entry. Any thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:06, 21 December 2022 (UTC)&lt;br /&gt;
:Seems like it should be rearranged to be horizontal. Also, has there been a serious discussion about copyright? Full screenshots are 100% fine, but you start going into a grey area when you upload pieces of a spritesheet. I'm of the opinion that it's all fine as long as it's inconvenient to reconstruct the full sheet from the individual images. Maybe a further restriction could be you shouldn't upload any of the art unless it's used in an infobox (maybe an exception for pieces of the UI). And one more restriction could be you shouldn't show everything, like in your bed example, maybe just the wooden bed is good enough, leave out the stone and metal, &amp;lt;small&amp;gt;especially since those can only be made from strange moods&amp;lt;/small&amp;gt;. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:43, 21 December 2022 (UTC)&lt;br /&gt;
::Actually, your bed image is kinda bad for showing off what a bed looks like because it doesn't show the pillow/blankets. That might point to cropped screenshots being the best path, although less convenient for the uploader, as you don't get details left out. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:46, 21 December 2022 (UTC)&lt;br /&gt;
::I created a new license template [[Template:Copyright game]], based it on the way the RimWorld wiki does things. Call it a prototype, but it's probably how your bed image should be labelled. Indeed, I added it to it already. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
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::: I agree that the horizontal arrangement would suit better here and that we should strive to represent how things look in-game. Otherwise, I am not too concerned about people being able to reconstruct anything (lets just say that ''anyone'' interested in that can get the real thing from the game files), also it seem we have permission to use the sprits on top of fairuse. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:55, 21 December 2022 (UTC)&lt;br /&gt;
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::: Modifying the existing template to allow the inclusion of the new sprites is easy (Something like [https://ibb.co/zFXCrjd this]?) The big question is the matter of consistency is there any exceptions that will break the format (size wise with variant bloat for example), the sprite naming format, etc --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:44, 21 December 2022 (UTC)&lt;br /&gt;
::: If we are going to show a variant for each material type, then maybe these should be added as separate images so we can add a tooltip for each image. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:49, 21 December 2022 (UTC)&lt;br /&gt;
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:I've got another prototype going here and here: [[User:Brightgalrs/vector.css]] and [[User:Brightgalrs/Sandbox]]. (You'll need to add the css stuff to your own /vector.css). Basically it's a way to recolor images using css classes. No idea if there's a better way. Also, the real implementation would require a change to [[MediaWiki:Common.css]]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:41, 21 December 2022 (UTC)&lt;br /&gt;
:Should mention, there ''is'' a different way, just upload each image 16 times, one for each coloring. But maybe that's not very elegant. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:45, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It should be noted that soon the classic edition will be released, hence one should plan to have both the Premium and classic alongside in that little space --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:14, 22 December 2022 (UTC)&lt;br /&gt;
::I'm looking into a tab extension to potentially support this in infoboxes. Perhaps [https://www.mediawiki.org/wiki/Extension:Tabs Extension:Tabs]? I tried [https://www.mediawiki.org/wiki/Extension:TabberNeue Extension:TabberNeue], but it displays a placeholder if JavaScript is disabled, which isn't great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:22, 22 December 2022 (UTC)&lt;br /&gt;
::: The Neue Tabber seem to works pretty much like the old one (which fandom [https://coding-help.fandom.com/wiki/Tabber#Adding_images_into_tabbers still use]) defaulting to showing the first tab only. Quick look suggest that neue work the same, plus the notice that 'Tabber requires Javascript to function' warning? if so, and if it is a bother, then you should be able to edit out the tabberneue-noscript string in code. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:29, 22 December 2022 (UTC)&lt;br /&gt;
::: I much prefer your tabber solution, but if that fails we can also use the gallery slideshow mode. If so, beware it has no way to control image size so the images have to be maliciously uploaded using the exact same size. example:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SteelSample.png&lt;br /&gt;
File:TinSample.png &lt;br /&gt;
File:ZincSample.png&lt;br /&gt;
File:GoldSample.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:19, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== adding premium set to Infobox ====&lt;br /&gt;
I am unclear where are we going with this? &amp;lt;br&amp;gt;&lt;br /&gt;
1) Will (A) tabs be implemented, (B) we be using mediawiki toggle [[Template_talk:V50_workshop|example]] for premium and classic/blocked, (c) put images side by side, or (d) something else?&amp;lt;br&amp;gt;&lt;br /&gt;
2) Also [[silver]] and [[Pig iron]] use very different image style for example.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Anything else you want ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Personally, I would love tabs to be implemented, but I think that side by side might be best for most. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
: Here is rough layout we can use. It should fit most buildings given the default sprite size. There is also a different floor plan for both (inspired by reddit) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 5x5&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&lt;br /&gt;
|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
|colspan=2|&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siege workshop.png|center|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%; font-size: 125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Siege workshop}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;line-height: 1em; font-size: 125%;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;border-spacing:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 3x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: right;&amp;quot;|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;float:left; border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&amp;lt;span style=&amp;quot;padding-top:5px; text-align: right;&amp;quot;&amp;gt;{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|- valign=top&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;[[File:Carpenter's workshop.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- raw tile changes adds padding and margin --&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|&amp;quot;|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|{{=}}|6:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|]|0:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x1&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:Screw_press.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:water_wheel.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;line-height:normal;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:Any thoughts on the direction and or any and all of its elements? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:16, 31 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kind of like side-by-side, if it fits. If anyone wants to implement a toggle button or tabs, I would ask that that be implemented in a template for now, so that e.g. we could change a toggle button to tabs in a single place if we decide to install an extension to support that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:14, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I noticed a comment saying that [[impassable tile]] are no longer used in v50, is that true for all constructions? If so, floor plans are no longer needed, making things much easier as we can fit everything in except the 5v5 constructions like trade depot (and even these can be placed one above the other if so desired). If not, any thought on the alternative floor plan design? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:46, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: None of the constructions have blocking tiles any more from my experience playing. I haven't tested siege weaponry with that stuff, but none of the workshops have it, nor does any furniture. (walls and fortifications will of course obstruct movement [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 18:47, 1 January 2023 (UTC)&lt;br /&gt;
::::: Ok, I have removed them from v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have added a basic side by side variant to [[Template:V50 workshop]] and [[Template:Building]] for testing, let us know if there any issues. Few notes:&lt;br /&gt;
* The default image naming scheme of &amp;lt;code&amp;gt;workshop-name.png&amp;lt;/code&amp;gt; will likely conflict with existing images here or on commons, maybe another naming scheme should be used like &amp;lt;code&amp;gt;v50 workshop-name.png&amp;lt;/code&amp;gt; as it is with ascii pictures.&lt;br /&gt;
* There is inconsistency in image size. If you want to use large zoomed images then toggle is best, otherwise they need to be all in native size (96px for 3x3).&lt;br /&gt;
* In the current version the code roughly centers the images and if there is a big image like with [[Siege workshop]] it drops to a new line --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bizarre palette-swapping idea/prototype ====&lt;br /&gt;
No idea if this is a good idea, since it takes a bit of time to set up, and there might be some performance issues... and maybe display issues?&lt;br /&gt;
&lt;br /&gt;
But take a look at this:&lt;br /&gt;
{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=amber}}&lt;br /&gt;
&lt;br /&gt;
It's way to swap palettes on an image, although the image itself is a table, with each cell representing a pixel. The template itself looks like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=saffron}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Input the pattern and desired palette name.&lt;br /&gt;
&lt;br /&gt;
I've got a larger showcase here: [[User:Brightgalrs/Sandbox/PaletteSwapShowcase]]. Only did a rock pattern so far, but all palettes are implemented. &lt;br /&gt;
The major use for this would be on each stone, metal, wood, etc. type's page. The palette could be read directly from the raws. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:22, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From a technical perspective, my primary concern is indeed performance. Both on the server side and client side, a large number of tables that large (in terms of markup and cell count, that is) tend to be resource-intensive to generate and render. I saw your image-filtering experiments on [[User:Brightgalrs/vector.css]], and while that strikes me as a newer and less-backwards-compatible approach, it would probably be more resource-friendly.&lt;br /&gt;
:Is this color adjustment something the game is doing natively? i.e. does this accurately match what the game displays? I bet we could slap together an image-filtering extension (or find an existing one?) that can do this if needed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:49, 24 December 2022 (UTC)&lt;br /&gt;
::Yeah that's what I suspected. The images the template creates are spot on, checked it against a screenshot I took of some mica rocks in-game. The css stuff is unfortunately totally incorrect, was cool to learn about it though, so not a complete waste of my time :p. The premium, in-game graphics are true sprites, basically patterns of indexed colors. Each of the in-game colors (which are significantly expanded over the 16 ascii colors, there's 116/117) there is a palette defined in &amp;quot;\Dwarf Fortress\data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png&amp;quot;. Each indexed color of the sprite is swapped for the corresponding color in the palette. Because of that, the css stuff doesn't work since it's doing the hue/saturation/brightness changes to the entire sprite.&lt;br /&gt;
::I've looked into an existing mediawiki extension, couldn't find anything. One thing I did't really look at is some type of lua script/module that would basically emulate what the game is doing. So some function that takes in the base image as well as the desired palette, and based on that finds and replaces each color. No idea what mediawiki's capabilities are on that front. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 05:31, 24 December 2022 (UTC)&lt;br /&gt;
:::We do have Scribunto installed now, so it's totally possible to do something in Lua too - forgot about that. I can add you to the group that grants access to edit the Module namespace if you want to give that a shot. If we use an extension, we'd probably need a custom one, similar to DFDiagram (or perhaps DFDiagram could be extended - it's in dire need of a rewrite anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:43, 24 December 2022 (UTC)&lt;br /&gt;
::::I asked around on the mediawiki irc, I think scribunto/lua is a deadend, at least for taking an uploaded image and doing stuff to it with a lua script. However I did come up with this even more bizarre solution, using block elements. [[User:Brightgalrs/Sandbox/PaletteSwapShowcase2]], maybe less resource intensive? Definitely displays a lot worse though, probably unusable.&lt;br /&gt;
::::{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock2|palette-name=saffron}}&lt;br /&gt;
::::I dunno, maybe none of this is worth it and we should just write some external program to put all the images together offline, and then just mass upload. It wouldn't be ''that'' many... [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:37, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Is there an easy way to just paste images from the clipboard?====&lt;br /&gt;
&lt;br /&gt;
I use KDE spectacle to take screenshots straight to the clipboard (after cropping) -- is there an easy way to just paste (and auto-upload) an image into an article? It would make it a lot easier to contribute images. [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:35, 1 January 2023 (UTC)&lt;br /&gt;
:Unfortunately there is not. I would be open to a MediaWiki extension to support this if someone finds one. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:32, 2 January 2023 (UTC)&lt;br /&gt;
:: Looks like this could do it, but I haven't used it before: https://www.mediawiki.org/wiki/Extension:SimpleBatchUpload [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 19:41, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys/Menu navigation ===&lt;br /&gt;
Most key bindings and menus have changed. Should the article reflect a) only the old version, b) only the GUI version or c) both? For example, [[Bridge|bridges]] used to be built via {{k|b}} -&amp;gt; {{k|g}}, but now it's in Place strucutures {{k|b}} -&amp;gt; Constructions {{k|n}} -&amp;gt; Bridge {{k|b}}. What should be written in the article? Currently, it's {{k|b}} -&amp;gt; {{k|g}}. I ''think'' it should be only b), but I am not sure if there will be differences regarding hotkeys or menus between the premium version and the free version and then, c) would be the most appropriate option. --[[User:Prometherus|Prometherus]] ([[User talk:Prometherus|talk]]) 10:16, 22 December 2022 (UTC)&lt;br /&gt;
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: Not sure. I wish the classic release soon --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:45, 22 December 2022 (UTC)&lt;br /&gt;
:: Are you Toady's herald? Looks like it was just released! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:18, 22 December 2022 (UTC)&lt;br /&gt;
:: And our questions are answered, the old hotkeys seem to have been thrown out. Part of me is disappointed (useless muscle memory) but also relieved (unified UI for both versions is good in general and for the wiki). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:25, 22 December 2022 (UTC)&lt;br /&gt;
::: According to info, in a sort of 'demo version' at that. I'll wait a little while longer, for myself.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:22, 22 December 2022 (UTC)&lt;br /&gt;
::::It's unlikely that keybindings in it will change significantly. My vote is that we should include information for both premium and classic, everywhere. Hopefully the keybindings are not different between versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:26, 22 December 2022 (UTC)&lt;br /&gt;
:::Shouldn't it be based on the 50 or what verion the article is written for? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 18:42, 22 December 2022 (UTC)&lt;br /&gt;
:::: The keybindings seem to be consistent between versions, (haven't checked exhausitvely, but since the menu layout is the same I think it is a good assumption). Should also keep in mind/consider that not all actions have keybindings. An option would be write 'Click on the &amp;lt;Example Text&amp;gt; icon or press {{k|E}}' [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 23:14, 23 December 2022 (UTC)&lt;br /&gt;
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=== Removed features &amp;amp; concepts ===&lt;br /&gt;
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Since they're removed concepts, I've set [[Room]] to be a redirect for [[DF2014:Room]] and created [[Template:Activity zones]] for the nav bar bedrooms, etc, and made the necessary changes to [[Bedroom]] for it. Is this the correct approach, before I go on much further? (also a note, if it is, then [[Template:v50_rooms]] probably needs to be deleted) I also imagine that considering the number of changes in the interface, that things like [[Adventure mode]] and related pages might best be truncated to &amp;quot;not in 50.03&amp;quot; and when it does make it across, being more deliberately brought over in pieces?  [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 06:23, 23 December 2022 (UTC)&lt;br /&gt;
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:Usually it is marked with [[Template:Removed_feature]]. For example: [[Dipscript]] or [[Party]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:45, 23 December 2022 (UTC)&lt;br /&gt;
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:: Ah, that's fair. Should that be mentioned in [[Dwarf_Fortress_Wiki:Versions#Redirects]]? [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 10:03, 23 December 2022 (UTC)&lt;br /&gt;
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:::I think the redirect policy mostly had in mind things that were removed a ''long'' time ago, like [[Tax collector]] and [[Economy]] (and the latter actually has a stub page as well). I guess we could clarify. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:34, 23 December 2022 (UTC)&lt;br /&gt;
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:::: The &amp;quot;current&amp;quot; redirects also cause the version box to incorrectly show that the current version has a page - e.g. [[23a:Cave_river]] shows a v50.04 version, but it's just a redirect back to that version. Similarly, what should happen to redirects like [[Clothes maker]], where a concept has evolved? It currently goes to [[23a:Clothes maker]] - that's correct if the user is trying to look up a very old concept, but if a new user is looking for &amp;quot;how to make clothes&amp;quot;, they should be directed to [[Clothier]]. --[[User:Danny252|Danny252]] ([[User talk:Danny252|talk]]) 12:16, 26 December 2022 (UTC)&lt;br /&gt;
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:::: One should be careful with cv redirects. Most that were recently adjusted were unused plural forms (that should probably be deleted) but few like [[Crown]] needed that for backward compatibility. Removing the [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;type=revision&amp;amp;diff=279966&amp;amp;oldid=219482 cv part] means the the link on [[v0.31:Tilesets]] is now broken. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:30, 26 December 2022 (UTC)&lt;br /&gt;
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:::::If [[v0.31:Tilesets]] is about v0.31, it should not be using &amp;quot;main:&amp;quot; in its links - ''all'' of those links are going to pages about v50, not v0.31, regardless of whether the target is a redirect or not. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 26 December 2022 (UTC)&lt;br /&gt;
:::::: You right, I removed it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:55, 27 December 2022 (UTC) &lt;br /&gt;
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Crown cv redir issue is now fixed, I believe. As goes with such cases where one can simply revert the troublesome edit, unless I've mistepped, myself? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:52, 26 December 2022 (UTC)&lt;br /&gt;
:Both [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=280026] and [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=279966] should not have had any effect, because &amp;quot;cv&amp;quot; is an alias to the main namespace now, just like &amp;quot;main&amp;quot;. Proof: [[Crown]], [[cv:Crown]], [[main:Crown]]. It's possible caching is coming into play here, although I purged the redirect cache after making that alias change earlier this month... &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:02, 27 December 2022 (UTC)&lt;br /&gt;
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I think there have been some changes not captured, but as a newb, I'm afraid to edit the page(s).  A good example is Strawberry.  I'm playing the Steam version right now and Strawberry plants are &amp;quot;not relevant to brewing&amp;quot; in Labor &amp;gt; kitchen &amp;gt; veg / fruit / leaves.  Unless I'm mistaken and need to process them?  Another example is the trade caravan = it seems the 3 square pathing no longer happens; it's just yak(s). 12:31, 28 December 2022 (UTC) 12:29, 28 December 2022 (UTC)&lt;br /&gt;
:Strawberries should be brewable according to the Raws.&lt;br /&gt;
:Trade wagons has been modified in v50. The first wagons will arrive at the same time your fort is becoming a barony. Until then, it's only pack animals and stairs are indeed fine. The [[Trading]] page needs a huge rework anyway... I'll try to do that next week. --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
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&amp;lt;s&amp;gt;As far as I can tell, none of the workshop buildings in v50 have blocking tiles any more. There's a comment to the like in data/vanilla/vanilla_buildings/objects/building_custom.txt that says this &amp;quot;[BLOCK:1:0:0:0] workbenches no longer block&amp;quot;. Hesitant to update that template as I'm not sure if it's referenced for all of the old versions too. &amp;lt;/s&amp;gt; [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 05:54, 29 December 2022 (UTC)&lt;br /&gt;
: A new template has been created: {{tl|V50 workshop}} --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
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=== creature infobox prototype (moved) ===&lt;br /&gt;
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Check it out, I made a temporary template and added it to the [[cow]]s page. Now it shows the sprites (but not the zombified versions yet). I wanted to show everyone a prototype of what v50 creature infoboxes should look like. Or at least something similar to it. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:11, 27 December 2022 (UTC)&lt;br /&gt;
:Hi, I'm new to editing wikis but I have done a bit of work with sprite sheets and I've been going through the DF data files to find the different graphics hoping to help with the animal pages. I've thrown together a template with grass and a few nature sprites (plants, a tree, and a rock) for size reference but I'm unsure how large the 'display' tiles in the middle of the template should be to suit all animals. I can see in the sprite sheets that some land animals have an adult and child sprite, so two tiles. Others have a male, female, and child, but after seeing you include the zombie cows I'm unsure if I should make it twice the size to add them too. Alternatively, I could grab some tiles from the haunted biomes for the zombie animals and make a separate template for a side-by-side comparison. Either way, let me know if this helps. I'd like to help with other graphics too as we add the premium tilesets but the animals seemed the easiest to tackle with me being new to wiki editing. ~~[[User:UristTheSeventh|UristTheSeventh]]&lt;br /&gt;
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=== When do we remove the migration note on specific pages? ===&lt;br /&gt;
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At what point can we remove the &amp;quot;this page was auto migrated from v47&amp;quot; warning? There are a bunch of small pages that are more or less accurate, if I've reviewed them, can I go ahead and remove the warning? [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:33, 1 January 2023 (UTC)&lt;br /&gt;
:Yes, feel free to remove it if you think all content is accurate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:31, 2 January 2023 (UTC)&lt;br /&gt;
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=== Any info on fixing &amp;quot;creature description not found?&amp;quot; ===&lt;br /&gt;
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I see this issue on most creature pages, it seems to be due to a lookup that's not currently functioning? Cows interestingly doesn't have this issue but I couldn't figure out how to recreate whatever fix it's editor did. --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 00:22, 3 January 2023 (UTC)&lt;br /&gt;
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== Toggleable image ==&lt;br /&gt;
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Any objections/comments to using this template for now for toggling between classic and premium images? I'd probably rename it to &amp;quot;Template:Premium-classic thumb image&amp;quot;. I'm sure someone can come up with a better UI eventually, but should be easy to migrate at that point. I also think we should use the same customtoggle class for this and for the infobox. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 23:12, 1 January 2023 (UTC)&lt;br /&gt;
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{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png&lt;br /&gt;
}}&lt;br /&gt;
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{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png|&lt;br /&gt;
caption=My caption|&lt;br /&gt;
width=100px&lt;br /&gt;
}}&lt;br /&gt;
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:This looks nice to me! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:30, 2 January 2023 (UTC)&lt;br /&gt;
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: Good initiative. From the top of my head:&lt;br /&gt;
:* I suggest using a shorthand, no one wants to type 'Premium-classic thumb image'. &lt;br /&gt;
:* If we end up using toggle for infoboxes (not sure where we headed there), then I agree definitely same custom toggle class should be used for all, thus allowing to switch premium-classic view on the whole page at a click.&lt;br /&gt;
:* The button part on a separate row isn't pretty, creating a lot of dead space that can be used by the text. Are we set on the label 'toggle ascii'? Classic isn't Ascii per se, maybe we can use a 'toggle' with a tooltip {{tooltip|for example|does bla bla bla}}, or maybe we can get rid of the text and have a smaller icon button ([[User:Jan/sandbox#Metal_example|two examples]]). &lt;br /&gt;
: I hope that helps. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:21, 2 January 2023 (UTC)&lt;br /&gt;
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:: I added [[Template:Dual image]] with some of your suggestions. Agree that it's not super pretty, feel free to try something different. &lt;br /&gt;
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::* I put the toggle in the caption mostly because I gave up on trying to make a more sophisticated replacement for the default thumb image behavior, I'm sure someone with better wiki-fu could put together something more intelligent.&lt;br /&gt;
::* I cut the text down to just &amp;quot;Toggle&amp;quot;; I think the best solution would be a small graphic showing the old and new dwarf icons with arrows between them. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 19:21, 2 January 2023 (UTC)&lt;br /&gt;
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{{Dual image|&lt;br /&gt;
premium=File:DFwiki5by53by3farm.png|&lt;br /&gt;
classic=File:Quickstart_layout_3.png|&lt;br /&gt;
width=100px|&lt;br /&gt;
caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
::: I updated the layout, now it should look just like a regular image thumb. I didn't had time to test it, if it doesn't work for you or you don't like it just revert the last change. cheers. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:46, 2 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
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