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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=180558</id>
		<title>v0.31:Utilities</title>
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		<updated>2013-01-23T09:14:59Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Tools under development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''You may also like to see the [[Main:Tileset repository|Tileset repository]] or [[Main:Graphics set repository|Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress players and modders.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ DF Map Archive] ===&lt;br /&gt;
&lt;br /&gt;
* http://mkv25.net/dfma/&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them.  &lt;br /&gt;
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website] (currently not accessible)&lt;br /&gt;
*Download from [http://dffd.wimbli.com/file.php?id=997 DF File Depot]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file, and functions as a viewer for this format.  It can also export the maps to PNG format.  &lt;br /&gt;
&lt;br /&gt;
The .fdf-map file can then be shared with your friends by uploading to the [http://mkv25.net/dfma/ DF Map Archive] that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007.  The web site is currently not accessible.  Extract from the website :&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile.  What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further.  The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a little bit of information at the [http://dffd.wimbli.com/file.php?id=997 DF File Depot] page, where the compressor can be downloaded:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;It requires either .NET 2.0 or newer (If you have Windows Vista, you already have this, if not, you might need to get it), or if you're on Linux or a Mac or other non-Windows OS, requires Mono.&lt;br /&gt;
* .NET 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&lt;br /&gt;
* Mono: http://www.mono-project.com/&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get it working on OSX, according to [http://www.bay12forums.com/smf/index.php?topic=64174.msg1511109#msg1511109 this forum post]:&lt;br /&gt;
:1. [http://www.go-mono.com/mono-downloads/ download the Mono Framework] and install it.  If you're on a modern Mac, you want the [http://ftp.novell.com/pub/mono/archive/2.8.1/macos-10-x86/3/MonoFramework-2.8.1_3.macos10.novell.x86.dmg latest Intel version], which requires OSX 10.5 or 10.6.  [http://www.mono-project.com/OldReleases Older versions are available] but no longer supported.&lt;br /&gt;
:2. export your map from Dwarf Fortress (Esc -&amp;gt; Export Local Image)&lt;br /&gt;
:3. download the [http://dffd.wimbli.com/file.php?id=997 DF Map Compressor from the DF File Depot].&lt;br /&gt;
:4. open the terminal, navigate to the DF Map Compressor folder and type:&lt;br /&gt;
 mono DwarfFortressMapCompressor.3.3.4.exe&lt;br /&gt;
:5. WAIT a bit for the DF Map Compressor windows to appear (''I almost thought it had crashed, it's rather slow'')&lt;br /&gt;
:6. follow the on screen instructions&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense is now in version 2.3 Slate, supports v0.31.21 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.3.zip Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
It is possible to get a quick working version of Stonesense for versions up to v0.31.21, without compiling the SVN development version (or downloading the new non SVN version), by downloading the updated [http://stonesense.googlecode.com/svn/trunk/Memory.xml Memory.xml] and overwriting the file of the same name in the base directory of Stonesense 2.2. If (and only if), this does not work, download and replace [http://stonesense.googlecode.com/svn/trunk/dfhack.dll dfhack.dll]. If it still doesn't work, replace [http://stonesense.googlecode.com/svn/trunk/stonesense.exe stonesense.exe]. If it displays a problem with missing dlls, download these .dll files [http://stonesense.googlecode.com/svn/trunk/allegro-5.0.dll 1], [http://stonesense.googlecode.com/svn/trunk/allegro_dialog-5.0.dll 2], [http://stonesense.googlecode.com/svn/trunk/allegro_font-5.0.dll 3], [http://stonesense.googlecode.com/svn/trunk/allegro_image-5.0.dll 4], [http://stonesense.googlecode.com/svn/trunk/allegro_primitives-5.0.dll 5], [http://stonesense.googlecode.com/svn/trunk/allegro_ttf-5.0.dll 6] and place them in the Stonesense base directory.&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Overseer|Fortress Overseer]] ===&lt;br /&gt;
''by thewonderidiot and sexymustard''&lt;br /&gt;
&lt;br /&gt;
Overseer is a full 3D visualizer for v0.31 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=3882 here].&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], download at [http://df.zweistein.cz/soundsense/ homepage].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Utility:Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[v0.31:Utilities#DFHack|DFHack]]'s reveal command works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.12 is out. This version supports DF builds up to 0.34.02.&amp;lt;!--, although information on patches for newer versions can be found below--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': DwarfEngineer has taken over chmod's task in maintaining this MOD.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.&lt;br /&gt;
N.B. Dwarftherapist appears to be automatically updating; 0.6.9 updated automatically from 0.31.19 to 0.31.21 on Windows SDL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====For Mac users====&lt;br /&gt;
A mac version of this utility (built by ghalidrim and compatible with the DF version 31.25) is free for download at [http://dffd.wimbli.com/file.php?id=4463 the DF file depot]. Beware though : this is a test build, so there may be bugs, use with care! It is also possible to use it with the latest version of DF by using Wine. A DT version for natively running it on OSX is in the works by DwarfEngineeer and should be ready in 2012 March-April.&lt;br /&gt;
&lt;br /&gt;
=====Dwarf Therapist and Dwarf Fortress on Mac using Wine=====&lt;br /&gt;
# Download latest windows versions of [http://www.bay12games.com/dwarves/ DF] and [http://code.google.com/p/dwarftherapist/downloads/list DT].&lt;br /&gt;
# Download winebottler http://winebottler.kronenberg.org/. It should also download wine. Launch them both.&lt;br /&gt;
# Click the Wine icon on your taskbar and find Change Prefix. &lt;br /&gt;
# From there, create a prefix (it may auto-detect some other games and create prefixes for them, don't bother with that) in a convenient directory, call it 'generic' or something.&lt;br /&gt;
# Click Change Prefix again after it's done configuring and make sure Wine is using that one.&lt;br /&gt;
# Move DF and DT to the Program Files associated with the *general* prefix. DT won't find any running versions of DF otherwise. Mine was located in *username*/documents/generic/drive_c/program files.&lt;br /&gt;
# When launching DF and DT a small window pops up asking which prefix you want to use, choose general.&lt;br /&gt;
# Strike the earth.&lt;br /&gt;
&lt;br /&gt;
If Dwarf Therapist in Wine starts running slow or gets really laggy, find it's preference file, &amp;quot;Dwarf Therapist.ini,&amp;quot; and trash it.&lt;br /&gt;
It is located in *username*/documents/generic/drive_c/users/*usernameagain*/application data/UDP Software/.&lt;br /&gt;
&lt;br /&gt;
====For Linux users====&lt;br /&gt;
There is a repository with a Linux version of DwarfTherapist available for download.&lt;br /&gt;
&lt;br /&gt;
=====Instructions (Ubuntu)=====&lt;br /&gt;
Run &amp;quot;Software Sources&amp;quot; (super/windows key, type &amp;quot;software s&amp;quot; and click) [System-&amp;gt;Administration-&amp;gt;Software Sources]&lt;br /&gt;
Click Other Software, then Add&lt;br /&gt;
Paste: &amp;lt;pre&amp;gt;deb http://dwarftherapist.com/apt maverick universe&amp;lt;/pre&amp;gt;&lt;br /&gt;
Click on line that says (Source Code) on the end; Remove.&lt;br /&gt;
Open a terminal and&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get update&lt;br /&gt;
sudo apt-get install dwarftherapist&amp;lt;/pre&amp;gt;&lt;br /&gt;
To run, run &amp;quot;dwarftherapist&amp;quot; from the terminal or create a shortcut on the desktop.&lt;br /&gt;
When you run, a box asking for root privileges should pop up.&lt;br /&gt;
&lt;br /&gt;
See http://code.google.com/p/dwarftherapist/wiki/LinuxVersion for updates.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.9 is out for Windows, currently supporting 0.31.25. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== DFHack ===&lt;br /&gt;
&lt;br /&gt;
DFHack is an advanced Dwarf Fortress memory access library and a set of tools using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. The last release for this version supports 0.31.25 only, and it runs on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=91166.0 official forum thread].&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [https://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Also see [[Main:Quickfort Community Blueprints|Quickfort Community Blueprints]].&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===&lt;br /&gt;
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.nickskvarla.com/dwarf/ Quickfort Mapping Tool] ===&lt;br /&gt;
Quickfort Mapping Tool is a simple to use web app for creating Quickfort blueprints graphically.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===&lt;br /&gt;
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.&lt;br /&gt;
Alternatively, you can use this 20-line perl script: http://github.com/rofl0r/df-mayday/blob/master/charfix.pl&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=90725.0 NightS' Easy metal creator] ===&lt;br /&gt;
A small script in batch which lets you make new metals easily by introducing their raw values. It provides values of ingame metals as example for the most obscure values.&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Raw tile selector]] ===&lt;br /&gt;
&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2113 Download]&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== Raw tile merger ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2178 Download]&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
It is a Windows program but can also be run under Linux with help of Mono. You can install the required Mono packages by typing this into the terminal (Debian and Debian-based distributions only):&lt;br /&gt;
  sudo apt-get install libmono-system-windows-forms4.0-cil libmono-system-core4.0-cil&lt;br /&gt;
After installing this you should be able to double-click on the exe and it should work.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 Map Maker] ===&lt;br /&gt;
Tool to create realistic-looking fantasy maps out ouf worldgen export. [http://dffd.wimbli.com/file.php?id=4359 download link]&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
=== [http://kmkeen.com/df2ttf/ df2ttf] ===&lt;br /&gt;
df2ttf allows you to convert any Dwarf Fortress tileset (png or bmp) into a TrueType Font equivalent. It's great for running Dwarf Fortress in ncurses mode.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=4238 Dwarven Guidance Counselor] ===&lt;br /&gt;
The Dwarven Guidance Counselor is a JavaScript/HTML page that lets you input a dwarf's attributes and traits, and gives an estimate of how well that dwarf will serve in a particular job.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59026.0 Lazy Newb Pack] ===&lt;br /&gt;
Everything you could possible ever need all in one handy program. It includes graphics packs, DF Hack tools, StoneSense, and much more.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702.0 Legends Viewer] ===&lt;br /&gt;
Recreates Legends Mode from exported data. Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists.&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities|*]]&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=159688</id>
		<title>Utility:SoundSense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=159688"/>
		<updated>2012-02-03T09:57:24Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Customization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SoundSense=&lt;br /&gt;
&lt;br /&gt;
Discussion: http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
Homepage: http://df.zweistein.cz/soundsense/&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
Installing and configuring software can be intimidating if you are not an IT nerd. And this&lt;br /&gt;
is no exception with SoundSense. But bear with me and it can actually be pretty easy.&lt;br /&gt;
&lt;br /&gt;
'''Non-scary instructions:'''&lt;br /&gt;
&lt;br /&gt;
* Install the java runtime&lt;br /&gt;
* Download and extract SoundSense (It does not matter where.)&lt;br /&gt;
* Download soundpack.zip and extract the &amp;quot;packs&amp;quot; folder to SoundSense directory&lt;br /&gt;
* Run soundsense.cmd or soundsense.exe&lt;br /&gt;
&lt;br /&gt;
First, you need to have the java runtime installed. It can be downloaded from the java &lt;br /&gt;
homepage. To determine if your computer already has the correct installation of java, go &lt;br /&gt;
to the Start button, left click &amp;quot;Run...&amp;quot; from the bottom of the menu, type in &amp;quot;cmd&amp;quot; in the &lt;br /&gt;
dialog that opens, and press the [OK] button. A dark windows pops up and you will be at a &lt;br /&gt;
command prompt. Type in &amp;quot;java -version&amp;quot; and press [Enter].&lt;br /&gt;
&lt;br /&gt;
A few lines starting with [java version &amp;quot;1.6.0_14&amp;quot;] or something similar should apear. If &lt;br /&gt;
that case is the case, you are good to go. But if you see [java version &amp;quot;1.5.x_xx&amp;quot; or an &lt;br /&gt;
earlier version (lower number), you will need to download and install the latest java.&lt;br /&gt;
&lt;br /&gt;
If something similar to ['java' is not recognized as an internal or external command] &lt;br /&gt;
appears, either java has not been installed yet or it was not installed correctly. If &lt;br /&gt;
your case is the latter, it may be possible to work around the problem by editing the &lt;br /&gt;
soundSense.cmd (in your SoundSense directory). Open it with Notepad and find line line &lt;br /&gt;
starting with &amp;quot;java -Dja...&amp;quot; and replace the &amp;quot;java&amp;quot; part with the full path for your java &lt;br /&gt;
installation. For example: &amp;quot;C:\Program Files\Java\jdk1.6.0_20\bin\java.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That was the hard part.&lt;br /&gt;
&lt;br /&gt;
Now, where to install it? SoundSense expects to be in a sub-directory that is inside your &lt;br /&gt;
Dwarf Fortress directory. So, for example, if you have Dwarf Fortress in F:/df_31_18_win/,&lt;br /&gt;
you should unpack the contents of SoundSense zip to F:/df_31_18_win/soundsense/. By &lt;br /&gt;
default, you want to make sure that the .cmd file you use to launch SoundSense is inside a &lt;br /&gt;
sub-directory of (i.e., below) the DF folder where gamelog.txt is located.&lt;br /&gt;
&lt;br /&gt;
If you want to install to a different location, you need to edit configuration.xml and &lt;br /&gt;
edit the &amp;lt;gamelog path=&amp;quot;../gamelog.txt&amp;quot;/&amp;gt; line. Replace &amp;quot;../gamelog.txt&amp;quot; with the path to &lt;br /&gt;
where Dwarf Fortress is located. For example: &amp;quot;F:/df_31_18_win/gamelog.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SoundSense is now all set up and ready to run. But you still need the actual sounds and &lt;br /&gt;
music that it will play. So download soundpack.zip and unzip the &amp;quot;packs&amp;quot; directory and all &lt;br /&gt;
the contents inside that to the SoundSense directory.&lt;br /&gt;
&lt;br /&gt;
You can start SoundSense by launching (double left-clicking) either soundSense.cmd or &lt;br /&gt;
soundSenseExe.cmd. (Using the latter should give you clearer error messages regarding a &lt;br /&gt;
bad java installation.) If you like, you can create a shortcut to soundSense.cmd, rename &lt;br /&gt;
it &amp;quot;SoundSense&amp;quot; and move it to your desktop for easy access.&lt;br /&gt;
&lt;br /&gt;
Finally, remember that SoundSense needs to run in the background. Ideally, you should &lt;br /&gt;
start SoundSense BEFORE you start Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
===Moments of Silence===&lt;br /&gt;
&lt;br /&gt;
Occationally, the music in SoundSense will stop for a short period (10, 20, or 30 seconds) &lt;br /&gt;
before resuming. This is not a bug - it is intentional. This was done to let ears rest a &lt;br /&gt;
bit between tracks. (Research shows that ears which get a rest have time to recover and &lt;br /&gt;
are less likely to be damaged.) Also, a few tracks have a silent start and, at low volume, &lt;br /&gt;
may take a minute or longer to become audible. If in doubt, you can see what is currently &lt;br /&gt;
playing in GUI under the volume slider. During periods of silence, this will typically &lt;br /&gt;
show &amp;quot;10s silence&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
===Game Loads and the Music is Random===&lt;br /&gt;
&lt;br /&gt;
When a game is loaded, SoundSense picks a random seasonal music track to play. This is not &lt;br /&gt;
a bug - it is intentional. There is no way for SoundSense to detect what season it is when &lt;br /&gt;
a game is loaded, so a random soundtrack is chosen. But when the season next changes, it &lt;br /&gt;
will choose the correct soundtrack.&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode - A Bit Lacking===&lt;br /&gt;
&lt;br /&gt;
Adventure Mode kind of works. The battle sounds function quite well because they are &lt;br /&gt;
mostly the same as those in Fortress Mode. But SoundSense is still a bit lacking in other &lt;br /&gt;
adventure sounds. The problem is that Adventure Mode does not log many other usefull &lt;br /&gt;
events. For example, encountering a megabeast or a quest mob is resolved in chat, leaving &lt;br /&gt;
no message in the game log to trigger SoundSense.&lt;br /&gt;
&lt;br /&gt;
Improvements in how DF handles logging could benfit both SoundSense and DF as a whole. &lt;br /&gt;
Such suggestions have already been posted in the official Dwarf Fortress forums: &lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=64834.0&lt;br /&gt;
&lt;br /&gt;
===Event Detection: Better Late Than Never?===&lt;br /&gt;
&lt;br /&gt;
In some cases, by the time SoundSense detects conditions to trigger an alert, it may be &lt;br /&gt;
too late to react to the situation. For example, a &amp;quot;Tantrum Spiral&amp;quot; might already be over &lt;br /&gt;
before the player can be alerted.&lt;br /&gt;
&lt;br /&gt;
Part of this is a balance between detecting too many false positives and ignoring events &lt;br /&gt;
until it is too late to do anything. For example, a soldier might lose a pet and report &lt;br /&gt;
feeling like blowing off some steam... but instead of throwing a tantrum they calm down.&lt;br /&gt;
&lt;br /&gt;
Another problem is FPS sensitivity. A specific sequence of events may trigger certain &lt;br /&gt;
alert sounds in a high FPS situation, but it might not trigger with low FPS. The sequence &lt;br /&gt;
of events might &amp;quot;time out&amp;quot;. Also, pausing the game could cause similar problems.&lt;br /&gt;
&lt;br /&gt;
===Compatible With DF Mods - Should Work, But NO PROMISES===&lt;br /&gt;
&lt;br /&gt;
SoundSense was mainly designed for &amp;quot;vanilla&amp;quot; (unmodified) Dwarf Fortress. It should work &lt;br /&gt;
fine with most mods. However, I can not guarantee compatibility. Some mods, especially &lt;br /&gt;
&amp;quot;major&amp;quot; or &amp;quot;full conversions&amp;quot;, may create unusual behavior and involve dangerous events &lt;br /&gt;
that SoundSense was not designed to detect.&lt;br /&gt;
&lt;br /&gt;
Another words, SoundSense may lack sounds for certain mod-specific events. (E.g.; you &lt;br /&gt;
should NOT expect SoundSense to include gunshot sounds for mods that add guns! But you CAN &lt;br /&gt;
modify SoundSense yourself to do this.) Conversely, some events that work normally in &lt;br /&gt;
vanilla DF may trigger so frequently with a mod as to be very annoying.&lt;br /&gt;
&lt;br /&gt;
===On some Linux===&lt;br /&gt;
&lt;br /&gt;
====Error on 'soundSense.sh' call: &amp;quot;/bin/sh^M : wrong interpret&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
File &amp;quot;soundSense.sh&amp;quot; has CR+LF characters at lines ending.&lt;br /&gt;
Convert these characters to a more suitable form, with a tool like &amp;quot;[http://en.wikipedia.org/wiki/Unix2dos dos2unix]&amp;quot;:&lt;br /&gt;
  dos2unix soundSense.sh&lt;br /&gt;
Shell script should then be run without previous error.&lt;br /&gt;
&lt;br /&gt;
Also using sed you can try this:&lt;br /&gt;
  # IN UNIX ENVIRONMENT: convert DOS newlines (CR/LF) to Unix format.&lt;br /&gt;
  sed -i -e 's/\r$//' ./soundSense.sh&lt;br /&gt;
IF launching .sh file after that, says that something is wrong on the last line, when you try to launch sh. Just check, if &amp;quot;fi&amp;quot; is present there instead of &amp;quot;f&amp;quot; or smth like that.&lt;br /&gt;
&lt;br /&gt;
====Error at playing any MP3 file: &amp;quot;javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input file: could not get audio input stream from input file&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Your Java virtual machine failed at reading MP3 files as audio stream. This could fix by adding to JVM an extra plugin: [http://www.oracle.com/technetwork/java/javase/download-137625.html JMF MP3 Plugin].&lt;br /&gt;
Download plugin, and put *.jar files into your JVM &amp;quot;lib/ext/&amp;quot; directory.&lt;br /&gt;
&lt;br /&gt;
====Error at playing any MP3 file: &amp;quot;javax.sound.sampled.LineUnavailableException: Audio Device Unavailable&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Whereas your JVM succeeded in reading MP3 file as audio stream, it failed to access to an audio device. If your audio system uses [http://fr.wikipedia.org/wiki/Advanced_Linux_Sound_Architecture Alsa], you could install &amp;quot;aoss&amp;quot; utility, and &amp;quot;soundSense.sh&amp;quot; will call it. On Debian, package &amp;quot;alsa-oss&amp;quot; provides this utility. '''Note: if you are on Ubuntu see below'''. Ubuntu uses PulseAudio backend, therefore toying with aoss is a waste of time.&lt;br /&gt;
&lt;br /&gt;
====Goddammit I'm using PulseAudio and I still can't hear anything!====&lt;br /&gt;
&lt;br /&gt;
First, '''be sure that you are using OpenJDK 7'''; you can't use OpenJDK 6 as it has quiet a serious bug in its ALSA backend[http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6271108]. You can check what java you have installed by typing&lt;br /&gt;
  java -version&lt;br /&gt;
in the terminal. You can install OpenJDK like this in Ubuntu:&lt;br /&gt;
  sudo apt-get install openjdk-7-jdk&lt;br /&gt;
  sudo update-alternatives --set java /usr/lib/jvm/java-7-openjdk-amd64/jre/bin/java&lt;br /&gt;
('''The &amp;quot;update-alternatives&amp;quot; command will only work on 64bit Ubuntu'''; for 32bit version you need to replace the &amp;quot;amd64&amp;quot; with &amp;quot;i386&amp;quot; or something like that'''.)&lt;br /&gt;
&lt;br /&gt;
Now, check the&lt;br /&gt;
  /etc/java-7-openjdk/sound.properties&lt;br /&gt;
file for this:&lt;br /&gt;
  # OpenJDK on Ubuntu is configured to use PulseAudio by default&lt;br /&gt;
  javax.sound.sampled.Clip=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  javax.sound.sampled.Port=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  javax.sound.sampled.SourceDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  javax.sound.sampled.TargetDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  &lt;br /&gt;
  # PulseAudio not running? Please give feedback on LP: #407299.&lt;br /&gt;
  #javax.sound.sampled.Clip=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
  #javax.sound.sampled.Port=com.sun.media.sound.PortMixerProvider&lt;br /&gt;
  #javax.sound.sampled.SourceDataLine=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
  #javax.sound.sampled.TargetDataLine=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
&lt;br /&gt;
'''This will not work''', as OpenJDK's PulseAudio backend is buggy as hell. What you need to do is to comment out the PulseAudio and turn back on the old backend:&lt;br /&gt;
&lt;br /&gt;
  # OpenJDK on Ubuntu is configured to use PulseAudio by default&lt;br /&gt;
  #javax.sound.sampled.Clip=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  #javax.sound.sampled.Port=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  #javax.sound.sampled.SourceDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  #javax.sound.sampled.TargetDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  &lt;br /&gt;
  # PulseAudio not running? Please give feedback on LP: #407299.&lt;br /&gt;
  javax.sound.sampled.Clip=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
  javax.sound.sampled.Port=com.sun.media.sound.PortMixerProvider&lt;br /&gt;
  javax.sound.sampled.SourceDataLine=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
  javax.sound.sampled.TargetDataLine=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
&lt;br /&gt;
This should make the sound work. (If you don't know how to edit this then try typing &amp;quot;sudo nano /etc/java-7-openjdk/sound.properties&amp;quot; in the terminal.)&lt;br /&gt;
&lt;br /&gt;
If you're using Sun/Oracle's JRE then switch to OpenJDK. If you don't want to do that (not recommended) then you might try to use the padsp wrapper or install osspd. If the padsp wrapper will not work properly for you then osspd daemon might just do the trick. (''[https://wiki.archlinux.org/index.php/Pulseaudio#OSS Archlinux Pulseaudio user]'')&lt;br /&gt;
&lt;br /&gt;
===Any Other Issues? Post Feedback===&lt;br /&gt;
&lt;br /&gt;
There is a thread at the official Dwarf Fortress forums. Feel free to post any issues, &lt;br /&gt;
suggestions, and contributions there:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
&lt;br /&gt;
When providing feedback about your experience with SoundSense, please specify which mods &lt;br /&gt;
(if any) you are using. If SoundSense seems to behave weirdly only for you, it just might &lt;br /&gt;
be from using certain mods.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
&lt;br /&gt;
You can insert additional sounds and music into SoundSense by adding entries to an .xml &lt;br /&gt;
configuration file. logPattern=&amp;quot;regexp&amp;quot; is a regular expression which, if matched, will &lt;br /&gt;
cause a random soundFile from a list to be played. (Details on how java uses regular &lt;br /&gt;
expressions: http://download.oracle.com/javase/1.4.2/docs/api/java/util/regex/Pattern.html )&lt;br /&gt;
&lt;br /&gt;
===Sound element attributes:===&lt;br /&gt;
&lt;br /&gt;
* ''logPattern'' - regular expression matching log line (see link above)&lt;br /&gt;
* ''channel'' - string; Specifies a channel on which sound is played. Sounds played on a channel can be looped or stopped prematurely.&lt;br /&gt;
* ''loop'' - string; Specifying &amp;quot;start&amp;quot; will start looping a sound on a channel until an expression with &amp;quot;stop&amp;quot; is triggered or until a different loop sound is played on the same channel. (If a non-looped sound is triggered on the same channel, this loop will resume when the non-looped is done playing.)&lt;br /&gt;
* ''concurency'' - number; The number of concurrent (i.e., simultaneous) sounds allowed to be played besides this sound. If SoundSense is currently playing more than this, the sound is ignored. The default is unlimited.&lt;br /&gt;
* ''timeout'' - number; This initiates a time out during which this particular sound is prevented from playing again. This is measured in milliseconds and the default is 0.&lt;br /&gt;
* ''delay'' - number; Adds a delay before the sound is played. This is measured in milliseconds and the default is 0.&lt;br /&gt;
* ''haltOnMatch'' - boolean; If this is set to True and more than one equivalent logPattern exists, SoundSense will only process the first logPattern expression. If it is False, it will continue to process matching (e.g., identical) logPatterns. The default is True.&lt;br /&gt;
* ''speech'' - boolean; If this is set to True, SoundSense will echo the gamelog text line (containing the logPattern) with a speech synthesizer instead of playing a sound. The default is False.&lt;br /&gt;
* ''playbackThreshhold'' - number, 0-4, defines level of filter which is applied to this sound.&lt;br /&gt;
&lt;br /&gt;
===SoundFile element attributes:===&lt;br /&gt;
&lt;br /&gt;
* ''fileName'' - the path to and name of the sound/music file&lt;br /&gt;
* ''weight'' - number; This controls the likelihood of a sound being chosen. Default is 100.&lt;br /&gt;
* ''volumeAdjustment'' - number; This can be used to adjust the volume of the sample. The value can range from -40 to +6 decibles and the default is 0.&lt;br /&gt;
* ''randomBalance'' - boolean, if set to true will randomply distribute sound betweem stereo channels.&lt;br /&gt;
* ''balanceAdjustment'' - number, adjusts stereo channel, can range for -1 (full left) to 1 (full right).&lt;br /&gt;
&lt;br /&gt;
SoundSense supports these audio formats for soundFiles:&lt;br /&gt;
&lt;br /&gt;
* mp3   (SoundSense can normalize the sound volume with this format)&lt;br /&gt;
* ogg   (works, but SoundSense can not normalize the sound volume)&lt;br /&gt;
* wav   (See note below. SoundSense only supports &amp;quot;Windows PCM&amp;quot; encoded .wav files)&lt;br /&gt;
* aiff&lt;br /&gt;
* au&lt;br /&gt;
&lt;br /&gt;
Note: Not all .wav files are supported...&lt;br /&gt;
&lt;br /&gt;
SoundSense supports .wav encoded in the &amp;quot;Windows PCM&amp;quot; format. However, some files with the &lt;br /&gt;
.wav extention are actually encoded in some other proprietary format. A sound format &lt;br /&gt;
conversion utility (such as FormatFactory) could be used to fix them.&lt;br /&gt;
&lt;br /&gt;
===Some Tips:===&lt;br /&gt;
&lt;br /&gt;
; Control of Randomness: Each logPattern expression can contain several soundFile elements. When it is triggered, one of them is randomly chosen to play. You can control the probability of each sound being chosen by adding the weight=&amp;quot;number&amp;quot; attribute.&lt;br /&gt;
; Simultaneous Sounds: By default, only one sound will play for a given logPattern, even if there are several expression using identical logPatterns. (Only the first expression is processed.) But you can allow more than one sound to be played for same pattern by giving the first one the haltOnMatch=&amp;quot;false&amp;quot; attribute. They will all start at same time (unless one or more of them also has a delay). An example is in Seasons.&lt;br /&gt;
; Sequential Sounds: Two (or more) sounds can be played sequentially (one after the other) for the same logPattern by using the haltOnMatch=&amp;quot;false&amp;quot; tip above and including a delay attribute for one of them with a delay that surpasses the length of the other.&lt;br /&gt;
&lt;br /&gt;
===Helpful files:===&lt;br /&gt;
&lt;br /&gt;
* packSkeletons.zip ( http://df.zweistein.cz/soundsense/packSkeletons.zip ) - This contains .xml files for all known gamelog lines currently without sounds. You can use this as a starting point to expand SoundSense.&lt;br /&gt;
* missingMessages.cmd - Run this program to parse your gamelog.txt file and output all lines your sound packs will not recognize.&lt;br /&gt;
* logging.properties - Edit this file to enable more debug messages from SoundSense. Set &amp;quot;.level = ALL&amp;quot; to view a very verbose output.&lt;br /&gt;
&lt;br /&gt;
===Sources of sound &amp;amp; music:===&lt;br /&gt;
&lt;br /&gt;
The following are some sites of interest, should you want additional sounds/music.&lt;br /&gt;
(Websites with free, creative commons, public domain, and/or GNU GPL licensed audio):&lt;br /&gt;
&lt;br /&gt;
*http://soundbible.com/&lt;br /&gt;
*http://www.freesound.org/searchText.php&lt;br /&gt;
*http://www.musopen.org/&lt;br /&gt;
*http://opengameart.org/browse/audio&lt;br /&gt;
*http://www.incompetech.com/m/c/royalty-free/&lt;br /&gt;
*http://ccmixter.org&lt;br /&gt;
*http://free-loops.com/&lt;br /&gt;
*http://www.pdsounds.org/&lt;br /&gt;
*http://commons.wikimedia.org/wiki/Category:Sound&lt;br /&gt;
*http://www.archive.org/details/opensource_audio&lt;br /&gt;
*http://publicdomainaudiovideo.blogspot.com/&lt;br /&gt;
&lt;br /&gt;
===How to add music to seasonal playlist:===&lt;br /&gt;
&lt;br /&gt;
It is rather easy. Locate '''seasons.xml''' in ''soundpack/seasons'' directory.&lt;br /&gt;
&lt;br /&gt;
This file contains definition of two sets of sounds: First, there are four definitions for playing voiced anouncements (''&amp;lt;sound logPattern=&amp;quot;Spring has arrived!&amp;quot; haltOnMatch=&amp;quot;false&amp;quot; playbackThreshhold=&amp;quot;3&amp;quot;&amp;gt;'') which are not interesting and should be left alone.&lt;br /&gt;
&lt;br /&gt;
Seccond are main defintions of season music which start with ''&amp;lt;sound logPattern=&amp;quot;(Spring has arrived!)|(Spring has arrived on the calendar\.)&amp;quot; loop=&amp;quot;start&amp;quot; channel=&amp;quot;music&amp;quot; playbackThreshhold=&amp;quot;0&amp;quot;&amp;gt;''.&lt;br /&gt;
&lt;br /&gt;
You can simply add new ''&amp;lt;soundFile fileName=&amp;quot;'''Name of your.mp3'''&amp;quot;/&amp;gt;'' and put it in seasons directory.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=159381</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=159381"/>
		<updated>2012-01-12T12:44:18Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Fixed bugs */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
:I've already mentioned this on the page for [[fortification]] - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.&lt;br /&gt;
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
	&lt;br /&gt;
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
:I think that when dwarves are particularly tired, they sleep in the closest bed they can find as soon as they finish what they're doing.  My hunters often end up sleeping on the ground next to the butcher shop, apparently because they've been out hunting so long they're too tired to take another step after they return their kills.&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
&lt;br /&gt;
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
&lt;br /&gt;
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
&lt;br /&gt;
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs/Features ==&lt;br /&gt;
&lt;br /&gt;
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
&lt;br /&gt;
Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
&lt;br /&gt;
Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another flask bug? ==&lt;br /&gt;
&lt;br /&gt;
A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Individual Combat Training Fixation==&lt;br /&gt;
&lt;br /&gt;
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite blood ==&lt;br /&gt;
&lt;br /&gt;
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lockup in points/routes interface ==&lt;br /&gt;
&lt;br /&gt;
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'make vial' at glass furnace ==&lt;br /&gt;
&lt;br /&gt;
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
&lt;br /&gt;
== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
&lt;br /&gt;
== Plants growing on tiles occupied by trees ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion for total cleanup ==&lt;br /&gt;
&lt;br /&gt;
What is the point in listing bugs here?&lt;br /&gt;
&lt;br /&gt;
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in &amp;quot;Bug&amp;quot; sections. And keeping fixed ones is even more useless.&lt;br /&gt;
&lt;br /&gt;
Suggestion:&lt;br /&gt;
keep: general information, link to mantis, not-a-bug&lt;br /&gt;
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).&lt;br /&gt;
&lt;br /&gt;
And part of discussion may be moved to archive talk page.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More equipment stuff ==&lt;br /&gt;
&lt;br /&gt;
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, &amp;amp; battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Map caverns by designating ramp removal ==&lt;br /&gt;
&lt;br /&gt;
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this a bug? ==&lt;br /&gt;
&lt;br /&gt;
If you have a setup like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x&amp;lt;x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x.x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
(x = wall, &amp;lt;&amp;gt; up/down stairs, . open space)&lt;br /&gt;
and you try to channel out the center top square, the person will fall...&lt;br /&gt;
&lt;br /&gt;
== stray bunny kills 4 dogs ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.&lt;br /&gt;
&lt;br /&gt;
I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related. &lt;br /&gt;
&lt;br /&gt;
I only realized what was going on when I got the first &amp;quot;stray dog bled to death&amp;quot; notice, and the other three repeated the act before I honestly believed they were fighting the bunny.  The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.&lt;br /&gt;
&lt;br /&gt;
Any clue why this happened, or where I should look to see?       - [[User:Teres Draconis|jaz]] 22:34, 1 April 2011 (UTC)&lt;br /&gt;
:;&amp;quot;Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth.&amp;quot;&lt;br /&gt;
:That aside, animals get ornery in 0.31.19+ if they're overcrowded. --[[User:Quietust|Quietust]] 00:55, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Full-screen Problem ==&lt;br /&gt;
&lt;br /&gt;
I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in. -- Correction: the newest version now shows the scree in full, but the characters making it up are rather small, about the same size as they are in the windowed mode&lt;br /&gt;
--[[User:Mhyder|Mhyder]] 22:17, 29 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rock Bars ==&lt;br /&gt;
&lt;br /&gt;
This isn't about dwarves requesting these in fey moods, but I have a dwarven caravan asking for them in trade agreements. What does it mean? [[Special:Contributions/70.231.250.12|70.231.250.12]] 07:18, 27 June 2011 (UTC)&lt;br /&gt;
:Are you using older version? I believe it's because of rock being classified under metal, and so rock bar really means metal bars, if they're using process to identify things as moods does. I suspect it's been fixed in most recent version (Not sure on this, I haven't tested ). [[User:AutomataKittay|AutomataKittay]] 07:59, 27 June 2011 (UTC)&lt;br /&gt;
::I'm pretty sure I'm using the current version. Has it been updated within the last couple of weeks? [[Special:Contributions/70.231.250.12|70.231.250.12]] 17:32, 27 June 2011 (UTC)&lt;br /&gt;
:::Nope, I'm still using .18, I heard that the stockpile setting was fixed by .25. If fey mood's still asking for rock bar and goes to get metal bars, it's probably still the same. [[User:AutomataKittay|AutomataKittay]] 10:29, 28 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Room View reveals Item in Unexplored Rock ==&lt;br /&gt;
&lt;br /&gt;
I can see a room listed as &amp;quot;Upright (*adamantine short sword*)&amp;quot; that is 30 levels or so below my excavations. --[[User:Llamalama|Llamalama]] 19:12, 6 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fixed bugs ==&lt;br /&gt;
&lt;br /&gt;
I went ahead and moved all fixed bugs into separate page: [[Recently fixed bugs and issues]]. I think it is safe to move them there to remove clutter for people who play current versions. [[User:Zwei|Zwei]] 12:44, 12 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159380</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159380"/>
		<updated>2012-01-12T12:40:47Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Not Actually Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts - it just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Recently_fixed_bugs_and_issues&amp;diff=159379</id>
		<title>v0.31:Recently fixed bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Recently_fixed_bugs_and_issues&amp;diff=159379"/>
		<updated>2012-01-12T12:40:17Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sites ==&lt;br /&gt;
&lt;br /&gt;
ceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2015 Bug Tracker]&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed in .22. There may still be an issue with fish getting extinct eventually after 20+ years.&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=13 Bug Tracker] -- '''Fixed''' in .31.19.&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159378</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159378"/>
		<updated>2012-01-12T12:40:11Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Stockpiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159377</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159377"/>
		<updated>2012-01-12T12:40:00Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Moods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159376</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159376"/>
		<updated>2012-01-12T12:38:56Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Trading and Depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159375</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159375"/>
		<updated>2012-01-12T12:38:32Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Graphics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159374</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159374"/>
		<updated>2012-01-12T12:38:08Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Recently_fixed_bugs_and_issues&amp;diff=159373</id>
		<title>v0.31:Recently fixed bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Recently_fixed_bugs_and_issues&amp;diff=159373"/>
		<updated>2012-01-12T12:33:15Z</updated>

		<summary type="html">&lt;p&gt;Zwei: Created page with &amp;quot;== Sites ==  ceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. :[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link] :[http://...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sites ==&lt;br /&gt;
&lt;br /&gt;
ceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2015 Bug Tracker]&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed in .22. There may still be an issue with fish getting extinct eventually after 20+ years.&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=13 Bug Tracker] -- '''Fixed''' in .31.19.&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159372</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159372"/>
		<updated>2012-01-12T12:33:07Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159371</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159371"/>
		<updated>2012-01-12T12:32:29Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Medicine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159370</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159370"/>
		<updated>2012-01-12T12:31:26Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159369</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159369"/>
		<updated>2012-01-12T12:29:36Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Stockpiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159368</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159368"/>
		<updated>2012-01-12T12:28:51Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Creature Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159367</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159367"/>
		<updated>2012-01-12T12:28:05Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Moods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159366</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159366"/>
		<updated>2012-01-12T12:27:26Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Labors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159365</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159365"/>
		<updated>2012-01-12T12:25:06Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159364</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159364"/>
		<updated>2012-01-12T12:24:19Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Buildings and Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159363</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159363"/>
		<updated>2012-01-12T12:23:19Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=13 Bug Tracker] -- '''Fixed''' in .31.19.&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159362</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=159362"/>
		<updated>2012-01-12T12:22:32Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
*Also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*But even + and - don't work!&lt;br /&gt;
:[[40d:Laptop_keyboard|This]] page might help&lt;br /&gt;
&lt;br /&gt;
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2015 Bug Tracker]&amp;lt;/s&amp;gt;&lt;br /&gt;
Fixed in .22. There may still be an issue with fish getting extinct eventually after 20+ years.&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=13 Bug Tracker] -- '''Fixed''' in .31.19.&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''[[Military|Main Military Page]]'''&lt;br /&gt;
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;br /&gt;
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)&lt;br /&gt;
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=158311</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=158311"/>
		<updated>2011-12-09T12:24:21Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter|cluttered]] and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use [[bin|bins]] to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin|bins]].&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin|Bins]] can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin|Bins]] can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse | Corpses]]===&lt;br /&gt;
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone|bones]] will not be removed at the end of the season. Rotting [[pet|pets]] or [[friend|friends]] gives dwarves unhappy [[thought|thoughts]] unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate up to 25 items.&lt;br /&gt;
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is suggested that player makes separate custom stockpiles for theese goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[Fire snake|liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel|barrels]]. Seeds can be stored in [[bag|bags]], whereas other food items can be stored in [[barrel|barrels]] (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal|prepared meals]] in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin|bins]] to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin|bins]] to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and whilst it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will  convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use, picks, and trap components. [[Bin|Bins]] can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that traders consider amount of wood in stockpile to judge whether to bring logs for trade or not and in case of [[elves]], amount of wood you logged.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. (If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]] and [[flux]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye|dyes]]. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad [[thought]] for the creator. Keep valuable artifacts safe from [[thief|thieves]] in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently{{version|0.31.25}} there is no stockpile category for finished goods made of gems {{Bug|4430}}&lt;br /&gt;
*Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=158310</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=158310"/>
		<updated>2011-12-09T12:18:02Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Finished Goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter|cluttered]] and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use [[bin|bins]] to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin|bins]].&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin|Bins]] can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin|Bins]] can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse | Corpses]]===&lt;br /&gt;
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone|bones]] will not be removed at the end of the season. Rotting [[pet|pets]] or [[friend|friends]] gives dwarves unhappy [[thought|thoughts]] unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate up to 25 items.&lt;br /&gt;
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is suggested that player makes separate custom stockpiles for theese goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[Fire snake|liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel|barrels]]. Seeds can be stored in [[bag|bags]], whereas other food items can be stored in [[barrel|barrels]] (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal|prepared meals]] in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin|bins]] to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin|bins]] to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and whilst it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will  convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use, picks, and trap components. [[Bin|Bins]] can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. (If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]] and [[flux]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye|dyes]]. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad [[thought]] for the creator. Keep valuable artifacts safe from [[thief|thieves]] in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently{{version|0.31.25}} there is no stockpile category for finished goods made of gems {{Bug|4430}}&lt;br /&gt;
*Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=153829</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=153829"/>
		<updated>2011-10-25T07:59:57Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Injury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
'''Sparring''' is a form of non-lethal melee {{l|combat}}, led by the {{l|Militia captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; on-duty soldiers will engage in training activities such as sparring and  {{l|observer|watching}} combat demonstrations while off-duty soldiers will primarily conduct {{l|combat drills|individual training drills}}. Training is a safe way to get experienced soldiers.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapon you wish for a squad to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.  When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Your soldiers will put on their {{L|uniform}}s and grab their weapons once they are assigned equipment in a squad (and don't have any other civilian jobs). &lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to spar. Instead, you need to {{l|schedule}} his or her squad to train.  This is accomplished by opening the {{k|m}}{{l|military interface|ilitary screen}}. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery the {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Alert/Training alert level (or a more complicated schedule using the advanced calendar system) will predominantly train in their training barracks and occasionally engage in their civilian lives. A squad with active orders delivered through the squad menu will first carry out those orders, taking breaks to eat or sleep, but will not train. To change the number of dwarves assigned to train in a squad, open the {{k|m}}ilitary screen, go to the {{k|s}}chedule screen, then {{k|e}}dit the order for each month by pressing {{k|+}}{{k|*}}{{k|-}} or {{k|/}}  to change the minimum number of dwarves assigned for that month.&lt;br /&gt;
&lt;br /&gt;
#Define a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a {{L|barracks}} and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
#Lower the minimum required dwarves for the order to be equal or less than your squad&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your soldiers will continue to do jobs outside the military if they don't have a place to spar or an active schedule. {{L|Personality_trait|Motivated}} dwarves will also conduct individual training.  This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
* the dwarf doesn't have a job&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves are very unlikely to hurt each other while sparring, even when equipped with otherwise lethal weapons. They can however have accidents due to them dodging an attack: falling in the water or down to a lower level may happen to them depending on the surroundings of your barracks.&lt;br /&gt;
&lt;br /&gt;
Also, dwarves can dodge up one level if they are next to wall. Make sure they can walk back down or build roof, because otherwise you risk military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert requires a full 10 member squad. This can be changed from the {{L|Scheduling}} menu. If you have a dwarf die, remember that another member must be appointed or the minimum number required to train lowered to accommodate the new squad count. &lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad thoughts from going on duty. Soldiers will get a bad thought if they don't have any civilian experience.  Having the wrong number assigned to train in a squad can also generate bad {{L|Thought|thoughts}}.&lt;br /&gt;
&lt;br /&gt;
=== Training on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to let them fight stripped prisoners while heavily armored and carrying training weapons themselves. Keep in mind that a dwarf needs be attacked to increase his or her defensive skills up. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be far more efficient to set-up multiple small pits where dwarves can train one on one against disarmed prisoners.&lt;br /&gt;
&lt;br /&gt;
See {{L|Cage#Remotely_Opening_Cages|Remotely Opening Cages}} for more information.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Archery}}&lt;br /&gt;
&lt;br /&gt;
{{L|Military}}&lt;br /&gt;
&lt;br /&gt;
{{L|Danger_room|Danger Room}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mandate&amp;diff=153668</id>
		<title>v0.31:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mandate&amp;diff=153668"/>
		<updated>2011-10-15T19:30:52Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* In case of running out of materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:46, 5 September 2010 (UTC)}}{{av}}&lt;br /&gt;
A '''mandate''' is a {{L|noble}}'s request that your {{L|dwarves}} produce a certain item or type of item, or an {{L|Trading|export}} ban on certain items.  Starting nobles such as the {{L|expedition leader}} will not make mandates, upgraded nobles like the {{L|mayor}} will. Fulfilling the mandate gives the noble a happy {{L|thought}}.&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with {{L|demand}}s.&lt;br /&gt;
&lt;br /&gt;
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:&lt;br /&gt;
* '''1 mandate:''' {{L|Baron}} and consort, {{L|Mayor}}, {{L|Tax collector}}&lt;br /&gt;
* '''2 mandates:''' {{L|Count}} and consort&lt;br /&gt;
* '''3 mandates:''' {{L|Duke}} and consort&lt;br /&gt;
* '''5 mandates:''' {{L|Monarch}} and consort &lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the {{L|nobles screen|noble's screen}}.  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandate the production of certain goods, and can specify type or material, just like export bans.  If a material is specified, then the ''finished product'' must be of that material; the material of the ingredients is irrelevant.&lt;br /&gt;
&lt;br /&gt;
Getting the required items from a {{L|caravan}} will not fulfill a mandate, but imported metal ore and bars can be used for further processing. Making metal items includes smelting {{L|ore}} to create metal {{L|bar}}s of that type, notable for metal that can't directly be made into anything: {{L|pig iron}} and {{L|bismuth}}. If you are on a map without {{L|flux}} and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below.&lt;br /&gt;
&lt;br /&gt;
If your noble is demanding production using a specific ore such as {{L|native gold}} or {{L|native silver}}, note that smelting that ore won't suffice (the finished bars have a different material type); nor will smithing the smelted bars suffice.  You'll need to treat the ore as a stone and have a {{L|mason}} build something from it (this may also require going into the {{k|z}} -&amp;gt; Stone menu and temporarily marking the stone type as non-economic) or, if any unmined ore exists nearby, simply put your miners to work. Note that this only occurs in worlds generated prior to version 0.31.12, as said ores were incorrectly treated as being both stone ''and'' metal.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy {{L|thought}}, and one or more dwarves will be sentenced to punishment for the 'violation of production order' {{L|Justice|crime}}. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Delaying fulfillment of a production mandate may prevent another, worse, mandate from being enacted (for a few months, at least).  The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches.&lt;br /&gt;
&lt;br /&gt;
You can determine your progress towards fulfilling the mandate by viewing the {{k|N}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example &amp;quot;Mandates:  Make floodgates (2/3)&amp;quot;, where in this example we have produced one floodgate and still need to produce two more.&lt;br /&gt;
&lt;br /&gt;
=== In case of running out of materials ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to stretch your supplies of raw materials if nobles routinelly mandate more exotic metal alloys or other raw materials you might put to better use yourself:&lt;br /&gt;
&lt;br /&gt;
* {{L|mug}}s are produced in bundles of 3 from one raw material. Similar to mugs, waterskins are also produced by threes.&lt;br /&gt;
* Gauntlets and Boots/High boots in case on madates for armor-grate materials produce two items for one metal bar. Other clothing items that come in pairs also apply.&lt;br /&gt;
* Smelting bars also counts as making items. Some smelting jobs produce to to four bars per job ({{L|bismuth bronze}}, {{L|fine pewter}}, {{L|rose gold}}...) and of course count as four created items.&lt;br /&gt;
&lt;br /&gt;
You can stretch your supplies even a bit more by melting existing items.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of some goods, and can be for either goods of a certain type, like {{L|armor|greaves}}, or goods of a certain material, like {{L|copper}} items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by {{L|trade|trading}} any of the item away is a {{L|Justice|crime}} for each of the haulers who brought a prohibited item (that was sold) to the {{L|trade depot}} - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an {{L|unfortunate accident}}). Oddly, trading banned items which were carried to the depot in {{L|bin}}s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal {{L|preference}}s have a strong influence on what type of items and what type of {{L|material}}s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.&lt;br /&gt;
&lt;br /&gt;
Nobles with extraordinary preferences or preferences for items or materials that are either unavailable on your map or are just too hard to produce (a judgment call) will be a problem for your fortress.  You only have (limited) control over choosing one noble who makes mandates, for example when appointing your {{L|baron}}, or choosing your {{L|Expedition leader}} who will later become your {{L|Mayor}} (the starting dwarf with the most {{L|social skill}}s will almost always become the expedition leader). Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem - while you can import many materials via {{L|trade}}, producing for example {{L|dragon}} {{L|bone}} items may be impossible, depending on your game map. Even producing {{L|pig iron}} or {{L|steel}} items, or banning an export on all {{L|obsidian}} items or {{L|mug}}s could be problematic, depending on your playstyle and fortress.  If unavoidable, such nobles may be destined for an {{L|unfortunate accident}} - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mandate&amp;diff=153667</id>
		<title>v0.31:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mandate&amp;diff=153667"/>
		<updated>2011-10-15T19:30:27Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Production Mandate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:46, 5 September 2010 (UTC)}}{{av}}&lt;br /&gt;
A '''mandate''' is a {{L|noble}}'s request that your {{L|dwarves}} produce a certain item or type of item, or an {{L|Trading|export}} ban on certain items.  Starting nobles such as the {{L|expedition leader}} will not make mandates, upgraded nobles like the {{L|mayor}} will. Fulfilling the mandate gives the noble a happy {{L|thought}}.&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with {{L|demand}}s.&lt;br /&gt;
&lt;br /&gt;
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:&lt;br /&gt;
* '''1 mandate:''' {{L|Baron}} and consort, {{L|Mayor}}, {{L|Tax collector}}&lt;br /&gt;
* '''2 mandates:''' {{L|Count}} and consort&lt;br /&gt;
* '''3 mandates:''' {{L|Duke}} and consort&lt;br /&gt;
* '''5 mandates:''' {{L|Monarch}} and consort &lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the {{L|nobles screen|noble's screen}}.  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandate the production of certain goods, and can specify type or material, just like export bans.  If a material is specified, then the ''finished product'' must be of that material; the material of the ingredients is irrelevant.&lt;br /&gt;
&lt;br /&gt;
Getting the required items from a {{L|caravan}} will not fulfill a mandate, but imported metal ore and bars can be used for further processing. Making metal items includes smelting {{L|ore}} to create metal {{L|bar}}s of that type, notable for metal that can't directly be made into anything: {{L|pig iron}} and {{L|bismuth}}. If you are on a map without {{L|flux}} and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below.&lt;br /&gt;
&lt;br /&gt;
If your noble is demanding production using a specific ore such as {{L|native gold}} or {{L|native silver}}, note that smelting that ore won't suffice (the finished bars have a different material type); nor will smithing the smelted bars suffice.  You'll need to treat the ore as a stone and have a {{L|mason}} build something from it (this may also require going into the {{k|z}} -&amp;gt; Stone menu and temporarily marking the stone type as non-economic) or, if any unmined ore exists nearby, simply put your miners to work. Note that this only occurs in worlds generated prior to version 0.31.12, as said ores were incorrectly treated as being both stone ''and'' metal.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy {{L|thought}}, and one or more dwarves will be sentenced to punishment for the 'violation of production order' {{L|Justice|crime}}. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Delaying fulfillment of a production mandate may prevent another, worse, mandate from being enacted (for a few months, at least).  The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches.&lt;br /&gt;
&lt;br /&gt;
You can determine your progress towards fulfilling the mandate by viewing the {{k|N}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example &amp;quot;Mandates:  Make floodgates (2/3)&amp;quot;, where in this example we have produced one floodgate and still need to produce two more.&lt;br /&gt;
&lt;br /&gt;
=== In case of running out of materials ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to stretch your supplies of raw materials if nobles routinelly mandate more exotic metal alloys or other raw materials you might put to better use yourself:&lt;br /&gt;
&lt;br /&gt;
 * {{L|mug}}s are produced in bundles of 3 from one raw material. Similar to mugs, waterskins are also produced by threes.&lt;br /&gt;
 * Gauntlets and Boots/High boots in case on madates for armor-grate materials produce two items for one metal bar. Other clothing items that come in pairs also apply.&lt;br /&gt;
 * Smelting bars also counts as making items. Some smelting jobs produce to to four bars per job ({{L|bismuth bronze}}, {{L|fine pewter}}, {{L|rose gold}}...) and of course count as four created items.&lt;br /&gt;
&lt;br /&gt;
You can stretch your supplies even a bit more by melting existing items.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of some goods, and can be for either goods of a certain type, like {{L|armor|greaves}}, or goods of a certain material, like {{L|copper}} items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by {{L|trade|trading}} any of the item away is a {{L|Justice|crime}} for each of the haulers who brought a prohibited item (that was sold) to the {{L|trade depot}} - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an {{L|unfortunate accident}}). Oddly, trading banned items which were carried to the depot in {{L|bin}}s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal {{L|preference}}s have a strong influence on what type of items and what type of {{L|material}}s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.&lt;br /&gt;
&lt;br /&gt;
Nobles with extraordinary preferences or preferences for items or materials that are either unavailable on your map or are just too hard to produce (a judgment call) will be a problem for your fortress.  You only have (limited) control over choosing one noble who makes mandates, for example when appointing your {{L|baron}}, or choosing your {{L|Expedition leader}} who will later become your {{L|Mayor}} (the starting dwarf with the most {{L|social skill}}s will almost always become the expedition leader). Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem - while you can import many materials via {{L|trade}}, producing for example {{L|dragon}} {{L|bone}} items may be impossible, depending on your game map. Even producing {{L|pig iron}} or {{L|steel}} items, or banning an export on all {{L|obsidian}} items or {{L|mug}}s could be problematic, depending on your playstyle and fortress.  If unavoidable, such nobles may be destined for an {{L|unfortunate accident}} - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_design&amp;diff=153501</id>
		<title>v0.31:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_design&amp;diff=153501"/>
		<updated>2011-10-05T13:38:52Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Uniforms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Military design''' focuses on the training, organization and deployment of your military and how to prepare them for any situation. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''{{l|defense guide}}'''. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. or complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''.&lt;br /&gt;
&lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy.  Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other dwarves, or escort a caravan through unknown or deadly threats.  Only military can take the fight to the enemy (doomsday devices excepted).&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Training {{l|soldier}}s WAS fairly easy, in good cases taking around a season for legendary {{l|wrestling|wrestling}}, and similar for a {{l|weapon}} skill.&lt;br /&gt;
&lt;br /&gt;
{{l|dodger|Dodging}} may take longer, so starting training early, at least with some of your first {{l|migrant}}s (if not with your starting seven) is recommended if you want to go the military route.&lt;br /&gt;
&lt;br /&gt;
One of the important parts of a military is to have dwarves with high physical {{l|attribute}}s, and that requires training them up.  See {{l|cross-training}} for suggestions on various attribute training plans.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;[[Danger room]]&amp;quot; method is a quick and effective way of both training shield/weapon/dodge skills and reducing your cat/child/baby population.&lt;br /&gt;
&lt;br /&gt;
A very effective and less exploitive way of training is making your military fight captured invaders or wildlife, especially with training weapons equipped. See {{l|mass pitting}}.&lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a {{l|weapon rack}} on the surface near your entrance and make it a training room by designating it as a barracks. Training dwarves will be in position if there's trouble. This also helps prevent {{l|cave adaptation}} in your military. You can use an {{l|archery target}} or {{L|armor stand}} this way, too.&lt;br /&gt;
&lt;br /&gt;
===Archery training / Marksdwarf training==&lt;br /&gt;
A couple tips/troubleshooting for training your ranged military (feel free to add!):&lt;br /&gt;
- If you use archery targets, make sure you have one for each dwarf in the squad and assign each target to the squad.&lt;br /&gt;
- If you use live captured targets, you dwarves are most likely to shoot if they have no path to the target.&lt;br /&gt;
- Force your dwarves to stand next to fortifications (touching them). You can use burrows or walls for this.&lt;br /&gt;
- Every marksdwarf needs a quiver.&lt;br /&gt;
- Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad.&lt;br /&gt;
- Don't have any arrows or bows in your fort.&lt;br /&gt;
&lt;br /&gt;
===Basic military training Setup===&lt;br /&gt;
&lt;br /&gt;
Since the military update, training can be quite tricky at first but once you use the following steps (aimed at training without danger rooms) it should be reasonably manageable.&lt;br /&gt;
Start with these preparations either at your first or second migrant wave, if your first wave is kinda small and you need more time its still okay, but by the time the third wave arrives you should have step one complete.&lt;br /&gt;
&lt;br /&gt;
This tutorial does not go into the deeper areas of &amp;quot;why&amp;quot; to do this, or even how you use certain panels like the military panel and schedule. All that info is found somewhere else on the Wiki already (I checked).&lt;br /&gt;
&lt;br /&gt;
== Step 1: Roughneck Squad (a.k.a. Suicide Squad) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 sets of bone/leather armour, or any cheap but reasonably effective armour you can get your hands on... it does not have to be anything pretty... suggestions on armour can be found further below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 melee weapons, axes work great and make these dwarves additionally useful as cave woodcutters later on, spears only work for military and hammers if you plan to draft the survivors as future marks-dwarves. If you can try to mix axes spears and hammers though... crossbows or any ranged weapon + ammo takes too long to set up for it to be useful and most importantly, DO NOT USE TRAINING WEAPONS! &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 expendable dwarves... really important is to have as close to 10 as possible (+10 is overkill, 9 or 8 works, 5 or 3 does not...) their stats do not matter other than you do not want to use your best dwarves for this, use peasants/cheesemakers that have no or only 1 or 2 friends, become ill quickly, heal slow or are weak and flimsy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 1 bed or other &amp;quot;barracks&amp;quot; building (armor stands, weapon racks etc etc all work)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lets start!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''1 A:''' Make a 10 man squad in the {{l|military|panel}}, the sole purpose of this squad is to prevent an early goblin attack to cripple your military before its even trained and equipped properly&lt;br /&gt;
try to pick people with as few friends as possible for this, it does not matter if they are flimsy in stats or if they are extremely susceptible to disease, we literally do not expect these dwarves to survive a decent siege.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''1 B:''' Assign them the predefined &amp;quot;leather armour&amp;quot; uniform in the military panel by pressing &lt;br /&gt;
(or make your own cheap and fast uniform, anything you have fast on hand is good, even metals if you brought it with embark, have an anvil, wood, and have enough of it) &lt;br /&gt;
If you do not have everything for the uniform for every dwarf then stick to leather and bone, and let a dwarf or 2 be dedicated solely to crafting everything those cannon fodder dwarves need, once they trained crafting stats you can use them to craft the leather parts of the armour the &amp;quot;real&amp;quot; military squad is going to need&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''1 C:''' Once you have your 10 man &amp;quot;Suicide Squad&amp;quot;, make a barracks with your barracks item (bed, armour stand weapon rack etc...) next to your entrance or next to your most busy area (preferably outside) and assign our roughnecks to it, now make them active in the squad menu so they will hang around in the barracks constantly, waiting for there chums to show up for training (and sometimes even train!)&lt;br /&gt;
&lt;br /&gt;
Try to have only 1 entrance in this stage, or at least only 1 &amp;quot;outside camp&amp;quot;, it's easier to defend.&lt;br /&gt;
&lt;br /&gt;
More on early defences below.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Conscripts (a.k.a. Conscript reporting!) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You will need:''' &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
-6 sets of decent armour, more info about it below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
-6 weapons, preferable &amp;quot;something&amp;quot; like 2 spears, 2 axes and 2 hammers, if you 'really' want marksdwarves flip the hammers for crossbows and also craft some bolts but I advise against it for now.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
-your roughneck squad from step 1&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
-6 new dwarves with decent to good stats, basically anything goes as long as they are not susceptible to diseases, not weak or flimsy, do not tire fast or have some other military related traits handicap&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2A:''' Create 2 (yes, 2...) new squads, put in each squad 3 dwarves and try to make em &amp;quot;compatible&amp;quot; (don't put dwarves that are friends or hate each other together, don't put spouses together)&lt;br /&gt;
give them the decent armour as a uniform&lt;br /&gt;
&lt;br /&gt;
Now go in the schedule panel and make it so 2 dwarves minimum train year round for both squads (in other words, 1 can break from training and can eat//drink/be useful while 2 train)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2B:''' Now make it so your roughneck squad gets some breaks in their training, something like only half of them have to train each month, so they can be used as haulers or whatever you need dwarves for at this point...&lt;br /&gt;
if you haven't gotten an ambush by now expect one to show up any day, defend with your roughneck squads only, keep your conscripts as last resort and preferably never counter-attack any enemy further then 20 blocks from your entrance&lt;br /&gt;
&lt;br /&gt;
== Step 3: Standing army ==&lt;br /&gt;
&lt;br /&gt;
'''You will need:''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- your roughneck squad (if some survived)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- your 2 &amp;quot;conscript&amp;quot; squads&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 or so more decent armour sets&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 or so crossbows and for each crossbow 1 quiver&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- minimum of 100 bone bolts or 50 metal ones and 200 wooden bolts per crossbow&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- flasks and backpacks for everyone&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 archery targets&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3A:''' once your 2 squads of 3 dwarves with decent armour show they are battle worthy (at least &amp;quot;competent&amp;quot; at their weapon and armour but more is better) .&lt;br /&gt;
&lt;br /&gt;
Take out 1 dwarf from each squad, and put them in a new 3th squad (set the new squad up just like the other 2).&lt;br /&gt;
&lt;br /&gt;
Disband your roughneck squad if some survived up until now and spread them over the 3 squads evenly, make sure you are not using any seriously wounded dwarves! &lt;br /&gt;
&lt;br /&gt;
Add in 1 new dwarf in each squad, give him a crossbow and decent armour.&lt;br /&gt;
&lt;br /&gt;
Try to aim for at least 3 squads at this time, each holding 2 melee dwarves and 1 crossbow dwarf.&lt;br /&gt;
&lt;br /&gt;
Make lots of wood bolts and some bone or metal bolts, metal is by far better but can still be too costly at this point, bone bolts are very easy to make and do reasonable damage but come in small stacks...&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3B:''' Now set those marksdwarves to carry the bone or metal bolts for combat in the ammunition panel and the wooden for training, a total of 100 combat and 200 training bolts will do, be sure to make a quiver! this is also a good time to be making backpacks and flasks for each of your military dwarves.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3C:''' Make sure any squad is set so 2/3th is training while 1/3 is off duty throughout the year, keep check on your bolt supplies and any medical &amp;quot;incidents&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once a squad has reached &amp;quot;talented&amp;quot; for everyone, start melting 2 squads together, but keep the basic makeup of 3 melee dwarves for every 1 marksdwarf in each squad, add in a fortress guard of weak and flimsy dwarves that wear the same armour as our roughneck squad, but also get crap wooden crossbows (so they suck at melee, they will beat people with them occasionally and you dont want your dwarves to die from them).&lt;br /&gt;
&lt;br /&gt;
== Uniforms ==&lt;br /&gt;
&lt;br /&gt;
Basically these uniforms &amp;quot;work&amp;quot; but they are not the best option &lt;br /&gt;
see the {{l|armor}} article for more about this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Cheap &amp;quot;I have no metal yet&amp;quot; uniform:&lt;br /&gt;
&lt;br /&gt;
# Leather shirts+&lt;br /&gt;
# Leather trousers+&lt;br /&gt;
# Leather gloves+&lt;br /&gt;
# Leather caps+&lt;br /&gt;
# Leather armors&lt;br /&gt;
# Leather low/high boots&lt;br /&gt;
# Bone gauntlets&lt;br /&gt;
# Bone helms&lt;br /&gt;
# Bone greaves&lt;br /&gt;
# Wooden shields&lt;br /&gt;
# Melee weapons (non-training) or Crossbows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic uniform:&lt;br /&gt;
&lt;br /&gt;
# Leather shirt+&lt;br /&gt;
# Leather trousers+&lt;br /&gt;
# Leather caps+&lt;br /&gt;
# Leather hoods+&lt;br /&gt;
# Leather gloves+&lt;br /&gt;
# Leather mittens+&lt;br /&gt;
# Leather shoes+&lt;br /&gt;
# cloaks+ x6&lt;br /&gt;
# Socks+&lt;br /&gt;
# Metal helm&lt;br /&gt;
# Metal mail armor&lt;br /&gt;
# Metal gauntlets&lt;br /&gt;
# Metal greaves&lt;br /&gt;
# Metal shield&lt;br /&gt;
# Metal melee weapon (non-training)&lt;br /&gt;
&lt;br /&gt;
Advanced &amp;quot;I have the resources&amp;quot; uniform:&lt;br /&gt;
&lt;br /&gt;
You can order your dwarves to wear more than one piece of same type, typically you would want three suits of mail armor and six cloaks. {{l|Armor}} article possibilities of this is detail.&lt;br /&gt;
&lt;br /&gt;
(+ counts as clothing)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Archers are deadly, but vulnerable to melee - crossbows as clubs just aren't the best, but you can't have archer towers every 15 tiles across the map (well, you can, but that sometimes would be tedious) - sometimes you want to take it to the enemy.  Beyond that, mixing or matching is largely up to you.&lt;br /&gt;
&lt;br /&gt;
===Squad management===&lt;br /&gt;
Ordering multiple {{l|squads}} around can get tiring. It's best to set most of your dwarves to follow a good regimen of training, guarding important {{l|burrow}}s, and patrolling routes along the fort by programming their {{l|scheduling|schedules}}. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to {{l|thief|take}} {{l|snatcher|care}} {{l|ambush|of}} {{l|siege|some}} {{l|megabeast|business}}.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dwarves are bloodthirsty fiends. If a {{l|creature}} crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly-trained melee dwarves in the squad with them.&lt;br /&gt;
&lt;br /&gt;
If trained to (near-)legendary in {{l|dodger|dodging}}, {{l|fighter|fighting}} and a weapon of choice, and armored up with {{l|steel}} or {{l|adamantine|better}}, one lone hero can take out several squads of goblins without a scratch. But combat always has a random element - {{l|losing|Fun happens}}.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Tactics==&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a {{l|backpack}} to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry {{l|alcohol}} or {{l|water}} in {{l|waterskin}}s or {{l|flask}}s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy {{l|thought}}s.&lt;br /&gt;
&lt;br /&gt;
===Wait for my signal...===&lt;br /&gt;
When ganging up on dangerous creatures (such as megabeasts), keep them far, far away until all your units are in position, and try to ambush the target in an area with no other creatures. If your dwarves get too close, they'll smell blood and charge in, regardless of what you do. Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.&lt;br /&gt;
&lt;br /&gt;
When under {{l|siege}} or other attack, keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit. Having a good lockable front gate will also avoid this.&lt;br /&gt;
&lt;br /&gt;
==Militia and armed civilians==&lt;br /&gt;
Besides professional, full time military, it's quite useful to incorporate part-time soldiers or armed civilians into the mix.&lt;br /&gt;
&lt;br /&gt;
* See also '''{{l|Cross-training}}''' for suggestions on training attributes &amp;amp; civilian/military mixes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I cut this entire section out because I'm not sure how the new attribute system works yet, though I fixed the links. When somebody knows enough, please update this and unhide it.&lt;br /&gt;
====Training: self-sorting migrants====&lt;br /&gt;
When you get a new wave of 10 or 30 migrants, especially early on, what jobs do you give them? If they have obvious {{l|Preference|likes or dislikes}}, you can go with those - if they like &amp;quot;steel&amp;quot;, they'll be a {{l|weaponsmith}} or {{l|armorsmith}}, if they like aluminum or platinum, maybe a {{l|metal crafter}}, and so on.  But for those who have no such special talents, you may want a bunch to become military, both weaponsdwarves and marksdwarves, and some to become haulers - who's who? &lt;br /&gt;
&lt;br /&gt;
The answer is - let ''them'' decide, by what {{l|attribute}}s they gain. Haulers need some Strength if they're hauling stone (and {{l|furnace operator}}s are not hurt by it either). Toughness is not immediately useful to anyone out of combat, but is critical to survive military training and surviving and healing from combat injuries.  Agility helps anyone, giving more actions/time spent, which includes a faster movement across distances. So put any migrants who are not obviously ear-marked into a quick training program - have them {{l|mining|mine}} soil for a season, or work on {{l|pump|pump}}s, or assign them as your {{l|bookkeeper}} or {{l|stone detailing|smoothing stone}}, whatever works for you.  After a few attribute gains, see where they are - send your Toughest into sparring for weaponry, your most Agile into hauling, your Strong/Agile into crossbow training, and so on. (Note - metal crossbows plus bolts weigh much more than a hand-weapon, as much as half the armor itself!) Agile makes anyone &amp;quot;faster&amp;quot;, both walking and many tasks, so that is up to you to place where you want it most. &lt;br /&gt;
&lt;br /&gt;
:''(* A Very Strong dwarf can carry most any single stone, though it takes a Mighty dwarf to carry platinum or gold ore without slowing down.  A full suit of plate layered over chain armor weighs a staggering amount, but {{l|Armor user}} can negate part or even (at Legendary) all of that.  A metal crossbow, metal bolts and backup quiver can be lugged by any unarmored dwarf, but don't allow much margin for additional armor.''&lt;br /&gt;
&lt;br /&gt;
Remember that the three attributes are chosen at random, and a dwarf will gain more with military or any additional training (&amp;quot;Hauling&amp;quot; doesn't give any experience).  Also, {{l|soldier}}s that have any full rank in a civilian skill don't get bad thoughts when de-Activated,  are more useful when there is no threat.  Similarly, civilians who have a full rank in a combat skill get no bad thoughts when suddenly Activated when the need arises.  This can be used to create civilian &amp;quot;reservists&amp;quot; who can be called upon when needed, military with a civilian application, or in a quick-and-dirty program, civilians who can better defend themselves when necessary - wood cutters with some [[40d:Axedwarf|Axedwarf]], or miners with extra {{l|wrestling}} for when their picks get stuck in a {{l|goblin}} - even a few ranks can make a big difference in an {{l|ambush}}.  There is a reason Sparta had so many citizen-soldiers.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gobbo season open!====&lt;br /&gt;
It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows (or your lower-quality rejects) and bone/wood bolts on hand, and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What {{l|skill|dabbling}} marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not nearly as effective or useful as properly-emplaced marksdwarves with high skill and proper equipment, but a good emergency measure, especially if you keep your {{l|craftsdwarf|craftsdwarves}} busy churning out cheap ammo from spare bones from the {{l|kitchen}}s and cheap crossbows from fishbones from the {{l|dining hall}}.&lt;br /&gt;
&lt;br /&gt;
====Non-hunting hunters====&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the {{l|Hunting}} skill for all civilians and use the {{k|m}}ilitary menu to arm (and more importantly, armor and shield) them.  Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and armored.  Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them. Do note that hunters will sleep on the ground when they are tired instead of walking to a bed, which will result in unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
====Woodcutters====&lt;br /&gt;
Any dwarf with the Woodcutting labor designated will carry an axe, even when they are not cutting wood. If one (or more) of your starting seven have one rank or more of {{l|axedwarf}}, no unhappy {{l|thought}}s will be generated if they are drafted into active service.  This dwarf might serve to fill several or all above-ground activities, such as Plant Gathering, Architecture and Masonry for bridges and defensive walls, above ground farming, and any hauling, as well as wood cutting. Later, a squad of dedicated woodcutters, possibly with some training in axedwarf, masonry and other skills, can respond en masse to orders to cut trees, providing mutual support and finishing off a large section of trees and getting back to safety that much faster.  Actually training them in axedwarf is optional, but certainly helps.&lt;br /&gt;
&lt;br /&gt;
Note that so long as you have no tree {{k|d}}esignated for cutting (or have no {{l|path}} to those trees), the woodcutters will not respond.  However, if you do, as many woodcutters as trees will respond to those locations - it's recommended that if/when you do, you centralize the designations to allow them to more fully support each other.&lt;br /&gt;
&lt;br /&gt;
===Miners===&lt;br /&gt;
The above tactic can also be used with Miners. When you activate a miner with a {{l|pick}} into the military with no weapon designated, they fight with the pick they are holding and their skill is their {{l|mining}} - and it's not hard for a miner to gain legendary miner skill quite quickly.  Parallel problems arise when designating areas to be mined, but careful use of locked doors or hatches on mineshafts can prevent too many from responding to an area to be excavated.&lt;br /&gt;
&lt;br /&gt;
A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once; the game does not allow it.&lt;br /&gt;
&lt;br /&gt;
==Siege operators==&lt;br /&gt;
There are four important things to remember about siege operators:&lt;br /&gt;
&lt;br /&gt;
# They are civilians.  This means that when manning (dwarving?) their stations, they will flee if enemy units approach too close. Doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being &amp;quot;Activated&amp;quot; for the military - it's just another civilian job.&lt;br /&gt;
# Training siege operation is slooooow.  Start early.&lt;br /&gt;
# Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.&lt;br /&gt;
# Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations.  (See {{l|cross-training}} for suggestions.)&lt;br /&gt;
&lt;br /&gt;
==A guide for siege engine operations==&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Start off with two {{l|miner}}s and a {{l|wood cutter}} trained to proficient siege engineer status &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarves, build a siege workshop, place it at the front of your fort near the battlements and designate a custom {{l|stockpile}} within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Make sure only one of your dwarves is set to have siege engineering as an active labor. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new {{l|Mechanic}} or {{l|Siege engineer}} dwarves arrive, make sure to disable siege engineering for them.&lt;br /&gt;
&lt;br /&gt;
* You'll need {{l|wood}}. ''Lots'' of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill: their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows. Don't bother with metal arrowheads as they'll use 3 pieces of metal each, and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his or her skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Dump any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;br /&gt;
&lt;br /&gt;
==An alternate training program==&lt;br /&gt;
&lt;br /&gt;
This works well if you have a secure above-ground enclosure, a statue garden or farm plots with a surrounding wall, or a privatized plateau, as it can avoid cave adaptation while training (and the engines could be placed where they also have a useful field of fire).  At a minimum, a wall with an interior area of 6x6 is barely adequate for two practice engines, stairs up and recovery trench, but a training facility could be built entirely underground.&lt;br /&gt;
&lt;br /&gt;
Embark with a Proficient Siege Engineer.  (Training takes far too long, and it's not a moodable skill.)&lt;br /&gt;
&lt;br /&gt;
After the first caravan departs and your fortress begins to settle in, build your Siege Workshop near access to the topside if possible - parts are heavy, and {{l|clutter}} a workshop quicker than other finished goods.  Manufacture a half-dozen or a dozen (or more) of one type of siege weapon part, enough for 2-3 decent engines - higher overall quality is better, if you have the logs and time to spare.  Choice between ballista/catapult is up to you, but don't worry about building up ammo supplies - you will have some stone lying around, and one ballistae arrow per engine is enough for training.   No rush, don't have to be done until your operators are actually ready to practice.&lt;br /&gt;
&lt;br /&gt;
If possible, build theses close to the dining hall and barracks/bedrooms - not too close (see {{l|noise}}), but close enough to reduce travel time.  Dig a channel (double-wide if for ballistae ammo) on one side that can catch ammo, and add a wall (or drawbridge) behind that, plus a ramp or stairs down behind the engines to access the fallen ammo in the trench.  (If ballistae, take precautions against accidental friendly fire accidents.)  If the location allows the engine to be turned and used when needed, so much the better, but this is mainly for training for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view&lt;br /&gt;
&lt;br /&gt;
    ss&amp;gt;  |       ss&amp;gt; = siege engine (fires to right)     |  = wall or drawbridge backstop&lt;br /&gt;
   X...__         X  = stairs/ramp                          ... = access tunnel to trench&lt;br /&gt;
                  __ = bottom of channel for ammo catching       &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once your first wave of immigrants shows up (first Winter or second Spring or so), pick a bunch to become &amp;quot;military&amp;quot; - don't decide who will become what, not quite yet.&lt;br /&gt;
&lt;br /&gt;
Put them to training on {{l|pump}}s, mining through soil and/or {{l|Bookkeeper|bookkeeping}} to improve {{l|attributes}}. &amp;quot;Tough&amp;quot; recruits chase more attributes and go into military training, where sparring will be dangerous and injuries expected - &amp;quot;Very Strong&amp;quot; recruits, with no other attributes, become siege operators, for lugging heavy ammo (and to avoid hurting each other during sparring).  ''(Agility is universally beneficial, dealer's choice.)'' &lt;br /&gt;
&lt;br /&gt;
Set your chosen few to firing the siege weapons into the wall asap, as soon as they have some useful attribute increases - you aren't looking for uber-dwarves, just something above peasant level.  If you want, use {{l|cross-training}} to allow them to become useful masons when the need arises, though this delays their siege training.  (This can be done sooner if you have a lot of urgent building projects, or later once they have achieved acceptable levels of siege operator.)&lt;br /&gt;
&lt;br /&gt;
If you want to manufacture more ammo, you can set a stockpile adjacent to the engines and designate some haulers, and that will speed training some, but the walk down to retrieve ammo is not a long one.&lt;br /&gt;
&lt;br /&gt;
Add more trainees and training engines as your work-pool grows.  Final numbers depend on your needs, defensive plan and environment.&lt;br /&gt;
&lt;br /&gt;
Once they've trained to Legendary (some few years?), they can be fully cross-trained to be productive while not firing the engine.  Give them beds near their final stations, and don't forget to train replacements before accidents happen.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
{{l|Dog|War dogs}} can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs are slower than dwarves with high {{l|attribute|agility}}, and do not shadow the dwarf perfectly.  &amp;lt;!-- NOT SURE IF STILL ACCURATE: Also, dogs can't be reassigned once they are assigned, To get around this, have the dwarf you want to be guarded train the dog.  (Dogs follow the one who trained them until they are assigned.) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense| }}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!------&lt;br /&gt;
1) Build your fortress so that your entrance(s) have fortifications where you can position marksdwarves. Train marksdwarves as your primary defense first, unless you've got a large undead threat. 4-8 marksdwarves w/ ammo stockpiles nearby will eliminate most threats for the first few years.&lt;br /&gt;
&lt;br /&gt;
2) Build a few sets of pumps that don't connect to anything. Select your melee dwarves, but before you draft them, assign them to do nothing but pump operation until they achieve legendary pump operator status. This will give them much better stats when they eventually do become champions, and are far less likely to be injured during sparing if they have excellent stats and armor.&lt;br /&gt;
&lt;br /&gt;
2a) Craft some &amp;lt;nowiki&amp;gt;&amp;lt;no-quality&amp;gt;&amp;lt;/nowiki&amp;gt; silver weapons for your dwarves to practice with, so they {{subst:subl|Weapon#Damage calculation|aren't as dangerous}}. ''(See {{subst:subl|strange mood}}s for related advice on this.)''  Once they achieve champion status, switch them to Unarmed, then forbid every weapon except the one you want them to use, and swtich them back to their primary weapon type. Great armor + good stats + crappy weapons = relatively safe sparring.&lt;br /&gt;
&lt;br /&gt;
3) Try to get a legendary armorsmith and weaponsmith. Exceptional / Masterwork steel armor will keep your champions quite safe, and a masterwork steel weapons will devastate your foes.&lt;br /&gt;
&lt;br /&gt;
4) Important safety tip: If you send your dwarves outside to fight, build ramps out of every lake on the map. Nothing is more depressing that watching your invulnerable champion drown.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Defense_guide&amp;diff=153184</id>
		<title>v0.31:Defense guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Defense_guide&amp;diff=153184"/>
		<updated>2011-09-21T14:52:24Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:35, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- THIS ARTICLE IS GENERAL THEORY, &amp;quot;THINGS TO CONSIDER&amp;quot;. &lt;br /&gt;
THERE IS NOT ROOM FOR DETAILS OR SPECIFIC SUGGESTIONS.&lt;br /&gt;
Specifics should be put into related articles.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Editors &amp;amp; Contributors''' - Please see the discussion page before posting. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of {{l|creature}}s can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility. Fortress layout, military organization and training, traps and more, all contribute to the overall &amp;quot;defense&amp;quot; and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there.&lt;br /&gt;
&lt;br /&gt;
There are three important things to consider when planning the defenses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves outside and topside as they go about their work is also important. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, there is game style - you want the game to be &amp;quot;fun&amp;quot; for you, and with some strategies it's quite possible to defend yourself into complete boredom, or just go down a road that is not attractive style-wise. While this article cannot tell you how to have fun, it will comment on this when appropriate, and you should keep it in mind as well.&lt;br /&gt;
&lt;br /&gt;
'''Note''' - There is not room in this article to expand adequately on every sub-topic - ''please'' see specific articles for a ''complete'' discussion as desired.&lt;br /&gt;
&lt;br /&gt;
==General guidelines==&lt;br /&gt;
&lt;br /&gt;
While admitting that &amp;quot;Rules are made to be broken&amp;quot;, there are some general recommendations that have a proven value in defending a fortress:&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong and clear distinction between inside and outside. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface. But each point of entry should be hardened against attack. Don't make more entrances than really necessary. If there is a useless or redundant opening, seal it off, one way or another. (Some creatures can destroy doors and drawbridges if they can reach them.)&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' Think redundancy - one wall may not be enough. With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside is essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Sometimes captives will escape their {{l|cage}}s ''inside'' your fortress. The choke points between the circles are where you build traps and lockable doors, and station troops.&lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being {{l|siege|siege}}d by scores of {{l|goblin}} archers, door-breaking {{l|troll}}s, invisible {{l|kobold}} master thieves, dive-bombing {{l|giant eagle}}s, flame-breathing {{l|fire imp}}s, angry {{l|elephant}}s, and a {{l|bronze colossus}} - ''all at once''. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet, and, more realistically, when things go wrong (and with dwarves, they will, just believe it) you will have a buffer of defense to fall back on.&lt;br /&gt;
&lt;br /&gt;
==Threats==&lt;br /&gt;
Danger comes in a variety of forms in Dwarf Fortress. Understanding the diverse threats is the first step to keeping your dwarves alive.&lt;br /&gt;
&lt;br /&gt;
:*'''Wild animals'''&lt;br /&gt;
::Creatures vary in threat and habits. Some {{l|animal}}s are quite dangerous, but most are easily excluded by the humble {{l|door|door}} or {{l|Hatch cover|hatch}}, even if it's not {{l|forbidden}}. Some few are able to destroy doors and hatches, statues and other {{l|building}}s, and some are thieves (see below), or will eat your food (such as {{l|Grizzly_bear|bear}}s). A lone animal, even a clear predator, will usually flee from a stronger force, but some {{l|undead}} and evil creatures can be blindly aggressive. Combat is random, and any animal can kill any dwarf - and vice versa.&lt;br /&gt;
&lt;br /&gt;
::Wild animals can appear from the topside, but also from the {{l|cavern}}s that you may accidentally open up while mining (in fact, the worst ones are often from below). In evil or savage {{l|surroundings}}, the creatures can be both much tougher and more aggressive.&lt;br /&gt;
&lt;br /&gt;
:*'''Thieves &amp;amp; child snatchers'''&lt;br /&gt;
::Many creatures are &amp;quot;thieves&amp;quot; in the general sense, and offer their own potential headaches - a {{l|raccoon}} or small tribe of {{l|rhesus macaque}} or {{l|mandrill}} monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or three make off with some prized possessions. But a creature with a listed ( {{k|u}} ) {{l|profession}} of {{l|Thief}} has a few additional nasty surprises, namely being invisible until spotted by your dwarves or {{l|domestic animal}}s, being able to bypass locked or forbidden doors, being armed with a real weapon, and some imperfect ability to avoid triggering traps (though some seem better at it than others). {{l|Kobold}}s and {{l|goblin}}s are individually more dangerous than animals, but when spotted there's a special message, either &amp;quot;'''Protect the hoard!'''&amp;quot; or &amp;quot;'''Protect the children!'''&amp;quot;, as appropriate.&lt;br /&gt;
&lt;br /&gt;
:*'''Ambushes'''&lt;br /&gt;
::An {{l|ambush}} is a small number of enemies (less than ten) that are invisible until spotted, but are easier to spot than thieves. The alert message is &amp;quot;'''An ambush! Curse them!'''&amp;quot; They skulk around the outside of your fortress, unseen until they strike, looking for wandering dwarves or caravans entering or leaving. They will often flee off the map if challenged.&lt;br /&gt;
&lt;br /&gt;
:*'''Siege'''&lt;br /&gt;
::A {{l|siege}} is a large number of armed and organized attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot; While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. Some sieges bring dangerous creatures to aid the armed attackers. If you are at {{l|war}} with a civilization, expect annual sieges at least.&lt;br /&gt;
&lt;br /&gt;
:*'''Enemy archers'''&lt;br /&gt;
::Attackers with bows or {{l|crossbow}}s are worth separate mention as they are much, ''much'' more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Special techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
:*'''Building destroyers'''&lt;br /&gt;
::Some creatures have the {{l|Creature token|BUILDINGDESTROYER tag}} in their {{l|Raw file|Raw file}}. This gives them the fearful capacity of tearing apart your doors and bridges and anything else, only excluding constructions built with the {{k|b}} + {{k|C}} keys.&lt;br /&gt;
&lt;br /&gt;
:*'''Flying animals'''&lt;br /&gt;
::Currently, without modding, the only flying creatures are wild animals, like the {{l|giant eagle}}. Being aware of their presence is often all you can do until they choose to come to you.&lt;br /&gt;
&lt;br /&gt;
:*'''Megabeasts'''&lt;br /&gt;
::A {{l|megabeast}} is a particularly powerful and dangerous creature, such as a {{l|dragon}} or {{l|hydra}}. Megabeasts appear alone, with an alert message that mentions the beast by name. They often have unique characteristics which present unusual challenges, but are universally dangerous.&lt;br /&gt;
&lt;br /&gt;
:*'''Titans and Forgotten Beasts'''&lt;br /&gt;
::{{l|Titan}}s and {{l|forgotten beast}}s are similar to megabeasts in terms of size and strength, but are procedurally generated from random creature parts and may have procedurally generated special attacks (such as fire breath or web shooting) as well. Titans and forgotten beasts appear alone, with an alert message that mentions the creature by name. The two are very similar; titans attack from outdoors and forgotten beasts attack through underground caverns, but otherwise they present the same challenge. A titan from a benign biome will not attack your fort.&lt;br /&gt;
&lt;br /&gt;
:*'''War'''&lt;br /&gt;
::Before hitting that {{k|e}} and embarking, {{k|tab}} to civilizations on the pre-embark screen, and see if you are at {{l|war|war}} with anyone. If so, things can get hot fast, with more and larger ambushes and sieges, and sooner. This is unusual, but a nasty surprise if you didn't check.&lt;br /&gt;
&lt;br /&gt;
==Elements of a defense==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is very open-ended, and any number of defensive, engineering, fortification and military principles that have worked in reality will work in DF. Combine different elements into the defense you want.&lt;br /&gt;
&lt;br /&gt;
A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to Dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent {{l|caravan}}s and {{l|migrant}}s from arriving, will kill {{l|liaison}}s, and prevent any desired outdoor activities. In addition, Dwarf Fortress players often find it enjoyable to perpetrate mass slaughter of invaders rather than helplessly glare at them from inside their caves.&lt;br /&gt;
&lt;br /&gt;
For this, you will need a more complicated defense than a passive ditch and walls. One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are {{l|ballista}}e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.&lt;br /&gt;
&lt;br /&gt;
===Physical layout===&lt;br /&gt;
These are the {{l|wall}}s, {{l|floor}}, {{l|fortification}}s and so on that create the towers and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements. Creative use of layouts can achieve some quite satisfying results.&lt;br /&gt;
&lt;br /&gt;
For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually reduces the range about 1:1.&lt;br /&gt;
&lt;br /&gt;
=====Terrain=====&lt;br /&gt;
:The lay of the land can be your friend, but the way of the dwarf is to shape the land as needed. Removing {{l|Ramp|slopes}} can create safe, private terraces and valley walls that prevent all access. Chasms and {{l|river}}s (not brooks!) create hard barriers, but an open chasm or magma vent can be a source of dangerous creatures. Small hills can serve as vantage points for {{l|archer}}s (yours or theirs!), but if carved with stairs leading up from within, they can be quick strategic strongpoints. Narrow valleys can become chokepoints for entrances, where your {{l|marksdwarf}}s can overlook any who come and go. Augmented by {{l|construction}}s below, the terrain becomes your first option for defense.&lt;br /&gt;
&lt;br /&gt;
:Some players take quite a while before their first unpause, using that time to look around and think about the terrain, planning their fortress entrance and envisioning basic defenses.&lt;br /&gt;
&lt;br /&gt;
=====Walls=====&lt;br /&gt;
:Constructing walls around your entrance is the simplest start, and an essential part of fortress defense, but a wall alone is not a complete defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To help protect against that, build {{l|fortification}}s. &lt;br /&gt;
&lt;br /&gt;
=====Fortifications=====&lt;br /&gt;
:{{l|Fortification}}s are the marksdwarf's friend. They do not allow passage, but allow hand-held missile weapons to pass through, and are often placed on top of walls for tactical advantage. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no chance of the missile being blocked if the firer is adjacent to the fortification, with increasing chances as any distance increases. Keep your marksdwarves close and keep enemies away - if an enemy archer can walk up to your fortifications, now they're adjacent too, and the fortifications will have zero effect. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. Fortifications have no effect on {{l|siege engine}}s.&lt;br /&gt;
&lt;br /&gt;
:Like Fortifications, Vertical {{l|Bars}} and Wall {{l|Grate}} will also allow projectiles to fire through them while impeding units' movement, but these constructions provide no defense - the missile fire works both ways equally. Unlike Fortifications, Bars and Grates may be connected to a {{l|Lever}}, and opened or closed remotely - thus, they are good for forming a portcullis.&lt;br /&gt;
&lt;br /&gt;
:: Concider a wall of fortications, then futher away from your fort a wall of Bars. Your marksmen are always adjacent to the Fortifications however the enemies can only ever get as a close as the bar wall. While the wall doesn't offer any extra protection it does stop the enemy at the fortification problem. Also can be achieved by a ditch in front of the fortification.&lt;br /&gt;
&lt;br /&gt;
=====Doors (&amp;amp; Hatches)=====&lt;br /&gt;
:{{l|Door}}s are the simplest way to keep an enemy out. (A {{l|floor hatch}} in this sense is just a horizontal door, and in all ways works the same.) Most creatures will be stopped by any door or hatch, though some others can smash them. With a little tinkering, doors can be made 3 tiles wide or more, but this remains mostly for aesthetics without much practical use, as {{l|caravan|wagons}} will still not be able to pass them. You can {{l|forbid}} doors to keep (most) hostile humanoids and creatures out, and your dwarves in. &lt;br /&gt;
&lt;br /&gt;
:Additionally doors can specifically be closed only against animals, to keep beloved {{l|pet}}s from wandering into enemy fire (they may pile up at the door and use the chance to slip out with a dwarf). &lt;br /&gt;
&lt;br /&gt;
:Forbidding all doors and entrances breaks the pathfinding of enemies, making them lurk at the map border where they entered, which can be quite inconvenient in the case of an invisible ambush that then rushes at your fort in just the moment your civilian dwarves move out to, say, cut trees.&lt;br /&gt;
&lt;br /&gt;
=====Floodgates=====&lt;br /&gt;
:{{l|Floodgate}}, alone or in a line, may be used as removable walls, since they need no support and disappear when &amp;quot;opened&amp;quot; remotely, although using a wide drawbridge will be much more economical in terms of {{l|Mechanism}}s. (Be aware that {{l|Megabeast}}s can batter down both raised floodgates and drawbridges, and ''any object'' can prevent a floodgate from closing again, even a single, stray crossbow bolt or confused animal.)&lt;br /&gt;
&lt;br /&gt;
:A floodgate can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves.&lt;br /&gt;
&lt;br /&gt;
=====Moats=====&lt;br /&gt;
:Channeling a ditch is a fast and effective defense. However, consider that [[channeling]] has been changed from previous versions, and creating an effective moat now requires extra steps, such as designating ramp removal. The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an access/escape route for your moat, consider where it leads - the enemy might use that too. &lt;br /&gt;
&lt;br /&gt;
:A moat cuts off access for your dwarves as well, so a retractable- or drawbridge is usually included in the design. But a moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow and predictable path. A drawbridge without a moat can be a big remote control door, sealing an entrance when it's &amp;quot;up&amp;quot;. (This doesn't work with retracting bridges.)&lt;br /&gt;
&lt;br /&gt;
=====Bridges=====&lt;br /&gt;
:Bridges come in 3 forms - a permanent construction ''(a {{l|floor}} or top of a {{l|wall}} built out over a void)'', a retractable bridge, and a drawbridge. The movable type have a maximum size of 10x10 (including one solid &amp;quot;anchor&amp;quot; line of tiles at the base), and require a lever and two mechanisms to link them to be raised. Permanent bridges can be designed or later modified to include the latter.&lt;br /&gt;
&lt;br /&gt;
:A retractable/raise-able {{l|bridge}} over a deep trench is a simple and almost air-tight defense - only flying creatures can pass it (''once the bridge is raised''). The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire for anything behind it. {{l|Channel}}s may be dug to form ditches, or moats - be aware of what might exist or be planned for the next {{l|z-level}} down. For defensive purposes they do not need to be filled with anything - as in the middle ages, a dry ditch is more than enough to prevent ground units from approaching (though of course, projectiles may be launched over it with impunity). With a retracting {{l|bridge}} over the moat, any units or items on top of the bridge will be dropped into the moat (and, if the moat is filled with water, drown unless they can swim out; if it is filled with magma, they burn to death.)&lt;br /&gt;
&lt;br /&gt;
:Bridges can throw creatures a distance (in a random direction) when the bridge is raised/retracted, possibly injuring them on landing. Creatures on top of drawbridges will be utterly destroyed if they are flush against wall and have a floor tile above them, as will anything, friend, foe or object, on a floor that is covered when the drawbridge is lowered. This offensive use of drawbridges is known as the {{l|Dwarven Atom Smasher|Dwarven Atom Smasher}}.&lt;br /&gt;
&lt;br /&gt;
:A drawbridge works as a door when &amp;quot;raised&amp;quot;, sealing the passage it raises against. Consider this, as well as security from {{l|building destroyer}}s, when choosing the direction a drawbridge is to raise.&lt;br /&gt;
&lt;br /&gt;
:There are three important things to remember: 1) Always build the bridge to raise towards the ''inside'' (so it cannot be destroyed when raised), 2) the {{l|lever}} has to be pulled by a civilian or off-duty militiadwarf, not a full-time soldier, and 3) water can freeze solid in cold weather. Also, some rare creatures can cross fluids, even magma. Nothing but flying creatures can get out of a channel.&lt;br /&gt;
&lt;br /&gt;
====Remote control====&lt;br /&gt;
:*'''Barriers'''&lt;br /&gt;
::If you link a {{l|lever}} to a door, hatch cover or floodgate, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. (It's unknown if {{l|thief|thieves}} can bypass a closed door once it's linked to a lever or pressure plate.) There is often a frustrating delay between ordering a lever pulled and when a dwarf pulls it, and another shorter one between between pulling the lever and the barrier responding.&lt;br /&gt;
&lt;br /&gt;
::Any item or creature in an open barrier at the moment it tries to close will not only prevent that barrier from closing, but that &amp;quot;close&amp;quot; signal will be lost. Any lever will have to be pulled twice more - to reset to &amp;quot;open&amp;quot;, and then to (try to) close again. This is not the case with drawbridges, which crush anything and everything below them when they close.&lt;br /&gt;
&lt;br /&gt;
:*'''Automated barriers &amp;amp; traps'''&lt;br /&gt;
::You can automate a barrier or trap by using a {{l|pressure plate}} instead of a lever, but there are complications there. Only &amp;quot;enemies&amp;quot; or wild creatures will trigger a pressure plate - your dwarves and tame animals can walk on it all day long. Also, no device, trap or barrier, can be constructed in a tile where a pressure plate is - that is the only constructed object that can be there. But with creativity, this can still be a powerful addition to your fortress defense.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
:''Full article: {{l|Trap design}}&lt;br /&gt;
&lt;br /&gt;
The most reliable way to stop intruders is lots of {{l|trap}}s, which, large or small, can become an essential part of your fortification design. A line of traps can wipe out an entire ambush, and inflict significant damage on a siege. A thief's trap avoidance is subject to chance, so the more the better. However, be aware that vast numbers of traps have the potential to take some of the {{l|fun}} and challenge out of the game - use accordingly.&lt;br /&gt;
&lt;br /&gt;
There are several types of {{l|trap}}s that a {{l|mechanic}} can place in a single tile and that target a single creature, but there are larger, more complex traps that only you can design, using {{l|lever}}s or {{l|pressure plate}}s.&lt;br /&gt;
&lt;br /&gt;
Note that a few creatures and enemies have the &amp;quot;trap avoid&amp;quot; token, potentially negating this defense against them.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
:''Full article: {{l|Military}}&lt;br /&gt;
&lt;br /&gt;
A {{l|sparring|trained}}, {{l|weapon|armed}}, and {{l|armor|armor}}ed {{l|military}} is the only way to bring the fight to the enemy. Building defenses to keep them safe is easy - keeping military ready and in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
A sufficiently large military can be used as a reactive force to rescue ambushed dwarves and safeguard the passage of caravans through unknown dangers, or even to sally out and meet a sieging force ''mano a mano''. The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarven lives may have already been lost. And while {{l|scheduling}} may make ordering an army easier, dwarves will not retreat under any circumstances, so keeping a lot of dwarves in a squad will help a lone dwarf when he picks a fight with three {{l|undead|zombie}} {{l|troglodyte}}s. At best, an army should be considered supplemental for defending dwarves outside your fortress. See {{l|military design|military design}} for different options.&lt;br /&gt;
&lt;br /&gt;
===Animals===&lt;br /&gt;
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes adjacent to them, that enemy is revealed and an {{l|announcement}} is generated and the game paused (even by wild animals!). Most animals aren't strong enough to take more than one armored goblin warrior, and enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, even a kitten will do the job, and some players prefer not to risk a useful animal. You can also use this as opportunity to {{L|pasture}} some unwanted pets in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Guard animals are a good second line of defense in open entrances after your traps. A wardog can usually tear a thief apart, and will (briefly) delay goblin warriors while you respond. Also, the death of any animal will be {{l|announcement|announced}} (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some {{l|tame}}d animals will not fight goblins!)''&lt;br /&gt;
&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress. Such an animal chained out on the far side of the map can alert you to ambushes that start there before they threaten your local dwarves.&lt;br /&gt;
&lt;br /&gt;
{{l|Restraint|Restrain}} animals in narrow corridors (width 1 or 2), or in matched pairs against the walls of 3-wide corridors, preferably in places where enemy archers can't easily fire at them.&lt;br /&gt;
&lt;br /&gt;
===Siege engines===&lt;br /&gt;
:''Full article: {{l|Siege engine}}&lt;br /&gt;
&lt;br /&gt;
Siege engines take some planning to use effectively, and have a range of about 100 tiles compared to a crossbow's 20 or so. Both catapults and ballistae can be very deadly, but both have their drawbacks -- they take time to reload and can only hit targets at the same z-level, and they are woefully inaccurate in the hands of unskilled operators or when loaded with low-quality bolts. Furthermore, they're manned by civilians, who will abandon their posts should the enemy get too close.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Now you know what you might face, and what cards you have in your hand. To that we add complications, things that make defense so much {{l|fun}}...&lt;br /&gt;
&lt;br /&gt;
===Surface jobs===&lt;br /&gt;
There are many times when dwarfs want to work on the surface. {{l|Wood cutting}}, {{l|Herbalist|gathering plants}}, {{l|hunting}}, {{l|fishing}}, {{l|mining}} exposed {{l|vein}}s or {{l|gem}}s, building defenses or other structures, {{l|grower|growing}} above-ground {{l|crop}}s, {{l|Health care|helping wounded comrades}} or recovering dropped items are only the most likely. Often they are alone and vulnerable to {{l|creature|wild beasts}} or {{l|ambush}}es.&lt;br /&gt;
&lt;br /&gt;
{{l|Burrow}}s are one option to handle civilian eagerness, but only {{L|squads|soldiers}} can currently be broken up by burrow - civilians are all grouped into the same category, so when you try to restrict civilians to one burrow to stop them from going outside, you should make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area, the vaster the project, the further your dwarves will be from existing defenses, and the more time they will spend working above ground. &lt;br /&gt;
&lt;br /&gt;
Making smaller enclosures in key areas with underground tunnels leading to them can an easier first step. Likewise, tunneling to the inside of an exposed vein of ore keeps your miners sealed from the outside until you are prepared to mine the last tiles, possibly after placing doors or walls just inside that tunnel. Having military stationed or patrolling nearby is another option.&lt;br /&gt;
&lt;br /&gt;
* '''Burrows''' Making effective use of the burrow system, it's very easy to set a safe place designated as an emergency burrow and restrict civilians to it. Setting that alert state when there are enemies about causes your dwarves to immediately run to the emergency burrow and stay there until the alert is turned off.&lt;br /&gt;
&lt;br /&gt;
* '''Lock the front doors.'''It takes a truly airtight fortress to keep the entrance open while there are still enemies outside. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it.&lt;br /&gt;
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* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as {{l|forbidden|forbidden}}. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can easily delete your Graveyard {{l|stockpile|stockpile}}s. Dwarves don't haul things if there's no stockpile to place them in. Turning off or removing {{l|coffin|coffin}}s stops burials as well. &lt;br /&gt;
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* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
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===Water sources===&lt;br /&gt;
Access to {{l|water}} can be vital. Wounded dwarves need water, so if there's not an underground water source you'll lose valuable soldiers to thirst. Try to have a {{l|well}} or cistern your dwarves can use safely. Remember to keep an extra {{l|bucket}} or two available.&lt;br /&gt;
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Some water sources are good locations for {{l|fishing}}, providing food during longer sieges.&lt;br /&gt;
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===Civilians trapped outdoors===&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy, and the enemy ''will'' find them. Having more than one entrance can be useful here, but each requires adequate defenses - the weakest link and all that. If you make these entrances accessible by drawbridge only, with a (short) moat outside that, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
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===Trade depot &amp;amp; caravans===&lt;br /&gt;
Factoring in &amp;lt;!--a 3-tile wide--&amp;gt; access to the {{l|trade depot}} adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and they can arrive in the middle of a {{l|siege}}. If they do, they can be slaughtered before reaching your doors, and that hurts you, (as well as possibly causing your civilian dwarfs to want to go running out and collect their dropped items.) Consider sending heavily armored escorts when expecting a caravan. You will possibly want to build the depot inside your walls/defenses with retractable-/draw-{{L|bridge}}s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarfs drag things to it faster, and leaves it to the caravan to do the hauling.&lt;br /&gt;
&lt;br /&gt;
Although wagons have been scarce of late, the Depot Access command still works, showing three tile wide paths a caravan can take. Caravans ''still appear where those paths meet the edge of the map'', even if they have no wagons. By choosing a brook bed recessed into the ground, or building floors to block travel around the edge of the map, it is possible to keep a caravan path only a few squares wide at the edge of the board, which is completely separate from all other visitors to the map. In this way you can leave the path to your Depot open all the time with virtually no risk from sieges and random creatures unless they enter one of those few squares.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Only {{l|wagon}}s need a three tile wide path to the depot, so the {{l|elf|elves}} and some of the dwarven and human merchants can still get through if it's only 1-tile wide. Wagons can't use stairs, so you need a three-tile {{l|ramp}}, unless you can dig into the face of a cliff.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Branching corridors===&lt;br /&gt;
Enemies will take the most direct path to your fortress, (even if it's not very direct at all). You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
Alternately, you can have a primary, convenient, direct 3-wide path to your fortress open most of the time, with a convoluted detour that is forced (by drawbridges) only during sieges, lined with traps and overseen by marksdwarves. The possibilities are infinite.&lt;br /&gt;
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===Levers===&lt;br /&gt;
Be careful where you place the {{l|lever}}s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarfs, or both - near a {{l|Activity zone|meeting area}} or bedrooms of {{l|nobles}} is often a good plan. Make sure that the entire path to each lever is {{l|underground}} or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time. &lt;br /&gt;
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Another solution to the problem of rapid response time is to make your lever room double as a {{l|Screw pump|pump}} room. Pumping is a good way to build up your dwarves' {{l|attribute}}s regardless of whether the pump is doing work or not. If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
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For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial {{l|waterfall}}s. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
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Use [[Note]]s to label each lever and attached device and trap clearly - if you come back to a game after a week and can't remember your levers, they are useless (or, worse, dangerous!) Color code your levers with different color {{l|mechanism}}s if that works for you.&lt;br /&gt;
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==General Suggestions==&lt;br /&gt;
&lt;br /&gt;
===First concerns===&lt;br /&gt;
&lt;br /&gt;
====Pre-embark decisions====&lt;br /&gt;
Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.  If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe. Picks make decent weapons, and a dwarf with the proper mix of {{l|ambusher}} skill starts with a free equipment - a suit of leather armor, a {{l|crossbow}} and several dozen steel {{l|bolt}}s. A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few {{l|bauxite}} can't hurt) allows you to make immediate workshops even before your miner has swung her pick. While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.&lt;br /&gt;
&lt;br /&gt;
For most starts, unless your embark location is very close to the mouth of an open {{l|volcano}} or you are starting in an {{l|evil}} biome ''(and that is only recommended for experienced players, so why are you reading this?)'', there should be no serious immediate threats. Unless you are at {{l|war}} with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest. So wild animals are your only concern, predators that might prey on lone dwarfs and thieving animals that will target your valuables.&lt;br /&gt;
&lt;br /&gt;
====Striking the earth====&lt;br /&gt;
First, look around. At the terrain, at the animals present. Scan the {{k|u}} menu before un-pausing the game at the start, and regularly. More animals will enter the map, constantly and without warning, so keep an eye on visitors.&lt;br /&gt;
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One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft. Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later. Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress. Balance convenience against your long-range plans and visible threats. &lt;br /&gt;
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Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff. A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end. It gives you time to prepare your military. However, it also means that your dwarfs will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it. Entrances vary from a few tiles to a many dozen. Start with something smaller for now, but plan on how to develop the entrance you want later.&lt;br /&gt;
&lt;br /&gt;
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers. Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.) Using some of the principles above, it might look something like this...&lt;br /&gt;
&lt;br /&gt;
    #####################&lt;br /&gt;
 (a) ? (-trap   .....#&lt;br /&gt;
    ?   area-)  .  .# (A's/SE)&lt;br /&gt;
    ################....#&lt;br /&gt;
           #  #&lt;br /&gt;
           #D D#&lt;br /&gt;
           #  # &lt;br /&gt;
          &amp;lt;Inner Fortress&amp;gt;&lt;br /&gt;
            &amp;lt;sub&amp;gt;(Not to Scale)&amp;lt;/sub&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    (a)  = bait animal, on {{l|restraint}}&lt;br /&gt;
     #  = tunnel walls, above-ground walls, valley walls with slopes removed, and/or channels&lt;br /&gt;
     ?  = ramp up, drawbridge, moat, defensive structures, or combination of all&lt;br /&gt;
    traps = mechanic's traps and/or complex death traps, as you wish.&lt;br /&gt;
    ....&lt;br /&gt;
    . . = area open to sky, to prevent &amp;quot;dwarves staying inside&amp;quot; from archers outside entrance&lt;br /&gt;
    ....&lt;br /&gt;
     D  = wardog on {{l|restraint}}&lt;br /&gt;
   (A's/SE)= future site for archers and/or {{l|siege engine}}s (planning ahead)&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
The above might be longer or shorter, partially or entirely above or below ground, or have more turns. The &amp;quot;inner fortress&amp;quot; might only be a Trade Depot, with another similar entryway behind that. Instead of the turn, it might drop a level and dive below the sight of the Siege Engines. Since the first caravan won't arrive for at least 6 months, you can dig a 1-tile wide tunnel for now, or a staircase, and then dig out to another location for a more formal entrance. This is only a very rough, very simple example of combining possibilities.&lt;br /&gt;
&lt;br /&gt;
====It's mine!====&lt;br /&gt;
Consider how you will secure your valuables, your entrance, and any land you want to claim as &amp;quot;dwarf only&amp;quot; - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any {{l|farm plot}}s and {{l|Activity zone|meeting area}}s. This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map. Any barrier limits your dwarfs, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly. Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard &amp;quot;gate&amp;quot; that you can open and shut until you have a {{l|mechanic's workshop}} and some {{l|mechanism|mechanism}}s for levers, to link to a {{l|drawbridge}}.&lt;br /&gt;
&lt;br /&gt;
====Inside vs. outside====&lt;br /&gt;
Not &amp;quot;above ground&amp;quot; vs &amp;quot;subterranean&amp;quot;, but the border where the inside of your fortress starts, what you claim as &amp;quot;yours&amp;quot; vs &amp;quot;out there&amp;quot;. Some fortresses just have one main gate, some try to own the entire map. Some have an &amp;quot;airlock&amp;quot;, a middle ground (remembering multiple, layered defenses!) where a Trade Depot is kept, that visitors can access and is protected, but then a deeper, even more secure inner fortress - think of a castle courtyard - inside the walls but not yet inside the castle itself. A safe zone for friends, still unfriendly for enemies but taking extra precautions against full intrusion.&lt;br /&gt;
&lt;br /&gt;
This can be above ground or deep underground, a direct line or a maze of z-levels - that's all up to you, how much work you think &amp;quot;security&amp;quot; is worth. Hey, it's not like ''you'' have to do the heavy lifting.&lt;br /&gt;
&lt;br /&gt;
That line of defense - any line - can be passive (walls and barriers and traps only) or active, with military, either on permanent duty or with stations to report to when activated. Remote controlled bridges create movable walls and closed gates or open hidden moats to reroute visitors, enemies and/or your dwarves depending on the situation, so there is no one &amp;quot;configuration&amp;quot;, but several different options all side by side. &lt;br /&gt;
&lt;br /&gt;
====Mechanic's traps====&lt;br /&gt;
Traps are a good friend for the starting player. We're talking the simple traps that a mechanic places - complex death traps are up to you. Stone traps are a good start - they're easy, effective against all but the biggest creatures, and ammo is plentiful if you're mining in stone. When goblins show, they can number less than a dozen to start, but grow over time. Start with a row in an early chokepoint, maybe your entry hall or outside it, make that one row into a few, and go from there. But lead your target - count on the next attack being larger than the last.&lt;br /&gt;
&lt;br /&gt;
If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat &amp;amp; etc from those corpses, just not breeding stock.)&lt;br /&gt;
&lt;br /&gt;
As your dwarfs creates weapons, as you trade for them, or (later) as you gather those of your fallen enemies, {{l|Trap|weapon traps}} will become attractive. There is no hard rule or formula for all this - be creative.&lt;br /&gt;
&lt;br /&gt;
====Complex traps====&lt;br /&gt;
Between levers, pressure plates, water and magma, much fun can be had. But this article won't deal with any specifics. (See {{l|Trap design}} for those.) We will say - plan ahead. Think about what you might want to do, and leave ample room for it, in all 3 dimensions.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
To start, you will probably have few if any full-time military standing guard over your dwarfs - there is just too much to do at first, and serious threats are (hopefully) several seasons away. If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarfs can equip. Eventually you might have perhaps a quarter (or more or less) of your dwarfs as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas. When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See {{l|Military design}} for a more complete discussion on planning and deploying military and militia.&lt;br /&gt;
&lt;br /&gt;
==Different philosophies==&lt;br /&gt;
There are many, ''many'' ways to play DF. Some players play hard and tight, and some fast and loose. Some take no risks and protect every last dwarf and cat, and others happily leave a highway of dwarf and animal bodies for the next immigration wave to follow. Some live for the slaughter of ascii goblins, and others for the mega-project. No one &amp;quot;defense&amp;quot; will serve everyone's tastes.&lt;br /&gt;
&lt;br /&gt;
===Losing is fun===&lt;br /&gt;
There is no final &amp;quot;win&amp;quot; in Dwarf Fortress, no end point or Easter egg that says &amp;quot;Congratulations!&amp;quot; - it just keeps going, until, inevitably and unavoidably, you will lose. That's part of the game. So it's all about how you play until then, and finding your type of fun in that process. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Fun&amp;quot; vs. security===&lt;br /&gt;
It's not hard to create an acre of traps that, realistically, simply no threats can survive. If you want to pursue a megaproject (that is not a defensive trap) in peace and security, this may be a good plan. However, if you look forward to the military end of things, then you want to allow, or at least be able to invite combat at your choosing. Inexperienced players are recommended to use the hall-of-traps entryway, at least to start. Many experienced players challenge themselves by limiting their use of simple traps, or other voluntary handicaps. It's all about what you think is {{l|fun}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:*{{l|Siege engine}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pasture&amp;diff=153183</id>
		<title>v0.31:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pasture&amp;diff=153183"/>
		<updated>2011-09-21T14:38:35Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 25 February 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Pastures are a feature that was released with version 0.31.19 and are {{L|activity zone}}s that the player creates to hold animals, especially grazing animals.  Herbivorous animals now require {{L|grass}} to graze upon, and larger creatures require a greater amount of grass to feed themselves. Once a pasture is designated (i-&amp;gt;n) and animals are selected to graze (i-&amp;gt;N) an idle dwarf will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Grazing animals use the [GRAZER:&amp;lt;value&amp;gt;] token to signify how much grass they need to eat.  This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass.  A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.&lt;br /&gt;
&lt;br /&gt;
Animals which graze are typically good livestock candidates, and the larger the creature, the more meat they produce, but the more grass they need to consume.&lt;br /&gt;
&lt;br /&gt;
Each {{L|time}} unit adds one point to hunger.  An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however there is at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like dralthas are virtually impossible to keep fed, and elephants are incapable of feeding themselves fast enough to stave off starvation.&lt;br /&gt;
&lt;br /&gt;
Animals do not need to graze to assign them to pastures. You can also assign pastures inside and use them to put animals that do not need to eat in certain areas.  If there is fungus or moss on your indoor floors the animals will consume that in place of grass.&lt;br /&gt;
&lt;br /&gt;
==List of grazing animals==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer Amount&lt;br /&gt;
! Creature Size&lt;br /&gt;
! Milkable&lt;br /&gt;
! Shearable&lt;br /&gt;
! Suggested Pasture Size&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Elephant}}&lt;br /&gt;
| 12&lt;br /&gt;
| 5,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Rhinoceros}}&lt;br /&gt;
| 20&lt;br /&gt;
| 3,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Giant moose|Giant Bull Moose}}&lt;br /&gt;
| 23&lt;br /&gt;
| 4,257,750&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Draltha}}&lt;br /&gt;
| 24&lt;br /&gt;
| 2,500,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Giant moose|Giant Moose Cow}}&lt;br /&gt;
| 38&lt;br /&gt;
| 2,554,650&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|28 x 28&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Water buffalo}}&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Giraffe}}&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Yak}}&lt;br /&gt;
| 85&lt;br /&gt;
| 700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 16 x 16&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gigantic panda}}&lt;br /&gt;
| 92 (see below)&lt;br /&gt;
| 1,160,900&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cow}}&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Unicorn}}&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Moose|Bull Moose}}&lt;br /&gt;
| 114&lt;br /&gt;
| 525,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Horse}}&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Camel}} (both)&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Giant capybara}}&lt;br /&gt;
| 133&lt;br /&gt;
| 523,350&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Mule}}&lt;br /&gt;
| 150&lt;br /&gt;
| 400,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 12 x 12&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Moose|Cow Moose}}&lt;br /&gt;
| 190&lt;br /&gt;
| 315,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 11 x 11&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Donkey}}&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Elk}}&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Muskox}}&lt;br /&gt;
| 210&lt;br /&gt;
| 285,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Llama}}&lt;br /&gt;
| 333&lt;br /&gt;
| 180,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| 8 x 8&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Deer}}&lt;br /&gt;
| 428&lt;br /&gt;
| 140,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Reindeer}}&lt;br /&gt;
| 461&lt;br /&gt;
| 130,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Panda}}&lt;br /&gt;
| 462 (see below)&lt;br /&gt;
| 130,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Warthog}}&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Elk bird}}&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Alpaca}}&lt;br /&gt;
| 857&lt;br /&gt;
| 70,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Pig}}&lt;br /&gt;
| 1,000&lt;br /&gt;
| 60,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Sheep}}&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Goat}}&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Mountain goat}}&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Capybara}}&lt;br /&gt;
| 1,333&lt;br /&gt;
| 45,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gazelle}}&lt;br /&gt;
| 3,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 3 x 3&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Hoary marmot}}&lt;br /&gt;
| 6,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 2 x 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Groundhog}}&lt;br /&gt;
| 20,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 1 x 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cavy}}&lt;br /&gt;
| 75,000&lt;br /&gt;
| 800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 1 x 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Rabbit}}&lt;br /&gt;
| 120,000&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 1 x 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Panda only eat bamboo. They will starve without it.&lt;br /&gt;
&lt;br /&gt;
=Overcrowding=&lt;br /&gt;
It is possible to overcrowd a pasture.  Animals may become enraged and start fights.  This is similar to a dwarf throwing a {{L|tantrum}} and can be solved by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=Other Applications=&lt;br /&gt;
Pasture can serve as more advanced replacement for {{L|rope}} which allows you to &amp;quot;tie&amp;quot; multiple animals to same spot and even allows you to place pets and animals assigned to dwarves.&lt;br /&gt;
&lt;br /&gt;
This can be abused to safely get rid of immigrant pets or cat infestation (pasture them outside fortress to serve as early warning system and meatshield or pasture them inside room that then gets accidentally filled with {{L|magma}})&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=152538</id>
		<title>v0.31:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=152538"/>
		<updated>2011-08-21T17:18:55Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Other Restrictions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:29, 21 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage during {{l|combat}}. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes and capes tend to cover the throat.&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.)&lt;br /&gt;
&lt;br /&gt;
== Armor Skill ==&lt;br /&gt;
&lt;br /&gt;
It is unclear how the {{l|armor user}} skill affects combat, since the movement speed and armor penetration look the same for legendary armor users and untrained users, yet when testing in the arena, a novice armor user is injured extremely frequently compared a grand master armor user.&lt;br /&gt;
&lt;br /&gt;
== Quality Level ==&lt;br /&gt;
Armor gets a deflection bonus based on quality level, but anything less than mastercraft gets no bonus. See {{L|Quality}} for more information.&lt;br /&gt;
&lt;br /&gt;
{{DF2010:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
''(see also: [[Metal#Weapon_.26_Armor_Quality|Metal: Armor Quality]])''&lt;br /&gt;
&lt;br /&gt;
'''Armor material effectiveness changed recently.  [http://www.bay12forums.com/smf/index.php?topic=53571.0 Simulation testing] is still ongoing, so these results should be considered merely Fine quality, not Masterwork.'''&lt;br /&gt;
&lt;br /&gt;
It should be noted that armor material is extremely important now.  For example, fully iron-armored dwarves with iron short swords stand no chance against steel-equipped ones.  A weapon has difficulty piercing armor of the same material (e.g. steel short swords vs. steel armor). However, blunt weapons (such as maces or war hammers) have a much easier time damaging individuals through armor. Testing has shown that even a copper mace is a threat to a dwarf in a steel chain shirt! Breastplates and greaves, being rigid protection, are required to properly protect against blunt weapons.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! Game version !! Poor !! Fair !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 0.31.11 ||rowspan=&amp;quot;2&amp;quot;| Copper || Iron || Bronze ||rowspan=&amp;quot;2&amp;quot;| Steel ||rowspan=&amp;quot;2&amp;quot;| Adamantine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.31.12 || Bronze || Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and clothing, except materials and that only non-clothing garments increase the {{L|armor user}} skill.&lt;br /&gt;
&lt;br /&gt;
Note that the availability of specific articles of clothing varies from civilization to civilization.  So, one civilization may not be able to make vests, another may not be able to make togas, still another may not be able to make dresses and cloaks. By the way, cloaks protect the eyes somewhat, according to combat logs. Dresses and Robes may offer superior protection as well.&lt;br /&gt;
&lt;br /&gt;
Note that Dwarves can potentially manufacture items listed in their raws in the file \raw\objects\entity_default.txt, while other items exist which can never be made by un-modded dwarves, such as a head scarf or face veil. As well, some clothing articles may not be crafted in fortresses of a given {{L|civilization}} - only those items marked as 'common' for that civilization may be crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|UBSTEP}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|LBSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|}&lt;br /&gt;
{{L|Quiver}} and {{L|Backpack}} are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|UPSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|LBSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Foot Protection===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|UPSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandal†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses (sockmail)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|UPSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
*† {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
*[S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Armor, Over, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the {{L|Armor#Size, Permit, and layering armor|size}} of all items equipped on that body part, excluding the item to be equipped (while including those on a different {{L|Armor#Size, Permit, and layering armor|layer}}). &lt;br /&gt;
:'''Permit''' refers to the current item's {{L|Armor#Size, Permit, and layering armor|permit}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item would cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old {{L|dungeon master}}s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm(30 size,20 permit) means you can put on a mask(20,10) or two caps(10,20), but only two head veils(10,100).  Any of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap(10,15) allows only one face veil(10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{L|Adventurer mode}}''' follows the arena rules so it is possible to have three chain mail shirts(15,50), a breastplate(20,50), and 25 capes(10,300) on ones upper body plus two caps(or one mask), a helm, and six hoods on ones head.  Confirmation is needed to see if {{L|fortress mode}} follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each sucessive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a {{L|steel}} breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no {{L|leather}} armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Head'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x caps&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Upper Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Upper Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lower Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hands'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Hands (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feet'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
===Coverage===&lt;br /&gt;
&lt;br /&gt;
There are three tags that govern how far coverage reaches.&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and throat.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armour can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armour also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armour, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armour on the legs from high boots and a mail shirt even before adding leg armour. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty with just two problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
* Faces can't be covered by head armour.&lt;br /&gt;
* Throats cannot be protected by metal armor (except adamantine cloth).&lt;br /&gt;
&lt;br /&gt;
In previous versions toes and fingers were not protected by armor. However as of 31.17 both are now protected by the relevant armor type, e.g gauntlets cover fingers and boots cover toes.&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell draves to replace clothing with uniform, they will wear it alonside with uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Metal armor currently only requires 1 bar of a metal to forge; however, when out of bars, the {{L|announcement}} indicates the expected number of bars required:&lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breast plate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=152537</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=152537"/>
		<updated>2011-08-21T17:13:33Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Quivers/Backpacks */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor raw changes==&lt;br /&gt;
Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP.  A lot of work still needs to be done, especially with regards to how materials work with armor.  Also, could everybody remember to sign their work [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal# like Zorro?]  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extensive coverage testing of various armors and UB/LBSTEP reveals some buggy behavior:&lt;br /&gt;
&lt;br /&gt;
-The only way to protect [STANCE], [GRASP], [HEAD], or [UPPERBODY] parts (feet, hands, head, and upperbody) is with armor worn on them specifically(LOWERBODY parts may be protected by armor worn on the UPPERBODY as well as the LOWEBODY).&lt;br /&gt;
&lt;br /&gt;
-[LIMB]s (arms and legs) are correctly protected by armors, pants, gloves, and gauntlets with appropriate UBSTEP and LBSTEP values.  For example, lower arms can be protected by body armor with UPSTEP &amp;gt;=2 as well as gloves with LBSTEP&amp;gt;=1.&lt;br /&gt;
&lt;br /&gt;
-Currently(31.03), the ONLY way to protect parts that are not [LIMB]s,[STANCE]s,[GRASP]s,[HEAD]s or [UPPER/LOWERBODY]s parts (such as facial features, toes, fingers, throat, vestigial wings, any cosmetic custom parts, etc)is by exploiting a bug. You need a robe, or a dress; an UPPERBODY armor with UBSTEP:MAX.  Armor configured this way will protect all [LIMB]s that are do not qualify for LBSTEP coverage, as well as fingers and toes etc, but it will NOT protect, hands, feet, or heads.  Gauntlets, boots, and helms currently protect hands, feet, and heads, but not fingers, toes, or facial features.  This is both counter intuitive, and at odds with toady's comments on the subject.&lt;br /&gt;
&lt;br /&gt;
--[[User:Derigo|Derigo]] 05:15, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether or not we know the exact mechanics of the various STEPS, I have added them to the Armor Tables so we can at least have a reference to what armor has what. Also, they are now sortable by those #s, because that was really bugging me. &lt;br /&gt;
&lt;br /&gt;
Does anyone know what the BONE/LEATHER/ETC categories are tracking? Because I think it is a holdover from 40d, but I wasn't going to delete them until I knew for sure. --[[User:Flaede|Flaede]] 10:08, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== wooden armor ==== &lt;br /&gt;
just curious -- how does it rate?&lt;br /&gt;
&lt;br /&gt;
Some woods are better then others depending on density. Overall though, worse then metal, but better then leather and clothing. IT 000 --[[Special:Contributions/97.116.30.29|97.116.30.29]] 21:46, 21 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New armor layering rules==&lt;br /&gt;
I added the new rules for layering armor.  It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now.  Also, we need to confirm that these rules hold for fortress mode.  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I don't understand something--in the example, you say you can get 2x socks, 2x high boots. But if high boots have size 25 permit 15, how do you get the second pair on? Wouldn't the third rule be violated? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:74.104.157.229|74.104.157.229]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I suspect he's accepting the fact that a dwarf has two feet - so he'd get one sock and one high boot on one foot, and one sock and one high boot on the other.  But that's just my interpretation - I don't try and optimize my fortress-mode armoring any better than &amp;quot;okay, high boots protect more than low boots, so I'll make those instead&amp;quot;. --[[User:DeMatt|DeMatt]] 07:41, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)&lt;br /&gt;
:I tested this by editing the raws; if you multiply all the material size tokens by 150 you get the correct results (breastplates take 3 bars, chain shirts/greaves take 2, etc). So a breastplate should have material size 1350. (And if you don't have enough, it will again misrepresent it as &amp;quot;needs 450 bars&amp;quot; but oh well.) You have to gen a new world though. [[Special:Contributions/96.224.166.17|96.224.166.17]] 02:27, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note that for optimal loadout in Fortress mode, be sure to select 'replace clothing' rather than 'over clothing' -- I tried to add breastplate, mail shirt and leather cloak to someone already wearing a shirt, and they'd just spin in 'Pickup Equipment' trying to overload themselves, swapping the mail shirt and breastplate.  If you don't mind specifying every piece of garb in their uniform, it's easier if they start naked and you build up from there.&lt;br /&gt;
&lt;br /&gt;
==Toga==&lt;br /&gt;
i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--[[User:DJ Devil|DJ Devil]] 15:23, 28 May 2010 (UTC)&lt;br /&gt;
:i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--[[User:DJ Devil|DJ Devil]] 15:30, 28 May 2010 (UTC)&lt;br /&gt;
::Dunno why you can't make robes or coats - for me, my leatherworks has robes as the third choice, coats at fifth, and yes togas at sixth. Cloth has 'em in the same order, and the same for silk. Not in a position to comment on their protective capabilities, me, but they definitely exist. --[[User:DeMatt|DeMatt]] 16:43, 28 May 2010 (UTC)&lt;br /&gt;
:one possible reason could be that i'm still on 0.31.03, but i cant see that mattering too much - surely they didnt take any items out of that particular release which were in 40d, and then put it back in on 0.31.04? that'd be a bit bizarre.. but i cannot make robes or coats anywhere (i.e. not on the 'jobs' menu, or in the leatherworks, or in the clothier's). the list goes as such;&lt;br /&gt;
* leather armour (only in the leatherworks)&lt;br /&gt;
* dress&lt;br /&gt;
* shirt&lt;br /&gt;
* tunic&lt;br /&gt;
* toga&lt;br /&gt;
* vest&lt;br /&gt;
* cloak&lt;br /&gt;
* leggings (only in the leatherworks)&lt;br /&gt;
* trousers&lt;br /&gt;
* cap&lt;br /&gt;
* helm (only in the leatherworks)&lt;br /&gt;
* hood&lt;br /&gt;
* glove&lt;br /&gt;
* mitten&lt;br /&gt;
* sock (only in the clothier's (both materials))&lt;br /&gt;
* high boot (only in the leatherworks)&lt;br /&gt;
* shoe&lt;br /&gt;
very strange..--[[User:DJ Devil|DJ Devil]] 17:43, 28 May 2010 (UTC)&lt;br /&gt;
:The clothing objects you're able to make depend on your civilization - if you look, they're all in the raws. --[[User:Quietust|Quietust]] 18:00, 28 May 2010 (UTC)&lt;br /&gt;
::sorry, i dont quite understand. by 'civilisation', do you mean the race? i.e. goblin/human/dwarf? or do you mean specifically the settlement my town was created from? and in my raws it has robes and coats in the 'item_armor' file, along with togas, and the other stuff i CAN make.--[[User:DJ Devil|DJ Devil]] 18:15, 28 May 2010 (UTC)&lt;br /&gt;
:He does mean &amp;quot;specifically the settlement&amp;quot;, although the organization is not settlement-specific. Now that I look more closely, my leatherworks is missing &amp;quot;shirt&amp;quot; and &amp;quot;vest&amp;quot;, as is my clothier's shop. So yes, it varies depending on the civilization. You can get an idea of what your chosen civ has access to during the Embark phase. Just go to add a new item, and look at the Bodywear category. --[[User:DeMatt|DeMatt]] 19:46, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I will edit the table to add togas and add a disclaimer about availability being based on civilization.  --[[User:PencilinHand|PencilinHand]] 16:50, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal raws concerning armor ==&lt;br /&gt;
&lt;br /&gt;
What raws are related to how good a metal is as an armor material? [[User:Richards|Richards]] 21:23, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article quality ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;&lt;br /&gt;
Exceptional Quality Articles have ALL of the following characteristics: &lt;br /&gt;
&lt;br /&gt;
Is properly categorized &lt;br /&gt;
Has a decent amount of information (is &amp;quot;complete&amp;quot; for the purposes of new players looking for information&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
Source: http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Quality#Tattered#ixzz0vc6YZ2ES&lt;br /&gt;
&lt;br /&gt;
This article is mostly useless for a new play, badly formated for the information it does present, and utterly fails to give a wide range of information.  how can this be &amp;quot;exceptional?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/152.91.9.144|152.91.9.144]] 05:52, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Leather vs Chain vs Plate==&lt;br /&gt;
&lt;br /&gt;
Am I missing something, or is listing the distinction in the table between these types of armor an outdated concept? As far as I know, the game doesn't currently use these terms to categorize armor, and some of them don't even make sense anymore, like metal caps being categorized as &amp;quot;leather&amp;quot;. Surely the &amp;quot;Armor Level&amp;quot; column covers the concept comprehensively without causing confusion? --[[User:Soronhen|Soronhen]] 16:53, 15 October 2010 (UTC)&lt;br /&gt;
:It's useful to note down what material can be used to make it for vanilla dwarves, but otherwise armor 'levels' aren't used anymore 2010 version, as far as I can tell. They just pick up the most expensive stuff that's unowned and unclaimed that fits. Not sure how to clean it up well, though. [[User:AutomataKittay|AutomataKittay]] 07:54, 20 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Human-sized armor ==&lt;br /&gt;
&lt;br /&gt;
Is there any issue with dwarves wearing human-made and human-sized armor pieces, e.g., &amp;quot;large cap&amp;quot;, &amp;quot;large breastplate&amp;quot;?  (If dwarves can wear them, why can't they make them?)  Elf-sized armor?  And would humans be interested in elf-made armor pieces?&lt;br /&gt;
It seems an obvious issue to ask about, but I haven't seen any answers... --  [[User:Maunder|Maunder]] 05:21, 26 October 2010 (UTC)&lt;br /&gt;
:Any armor/clothing that is labeled as &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; cannot be equipped; thus, gear worn by {{L|Human}}s, {{L|Troll}}s, and {{L|Kobold}}s is useful only for melting or for trading. {{L|Goblin}}s and {{L|Elf|Elves}} are the same size as Dwarves, so your dwarves can wear them just fine. --[[User:Quietust|Quietust]] 21:43, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantine dress and robe ==&lt;br /&gt;
&lt;br /&gt;
I verified that adamantine dresses and robes will protect everything except hands, feet, and heads. (Including toes, fingers, necks, and noses.) I believe that this makes adamantine robes the mose efficient use of the metal, granting near-immunity to piercing and slashing attacks. [[User:Decius|Decius]] 23:57, 7 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
However, it seems that other materials might be better vs. blunt weapons. It seems that blunt attacks will do damage &amp;quot;through the pig tail fiber cloak&amp;quot; instead of an adamantine dress or shirt. Has anyone tested nonmetals for protection from blunt? [[User:Decius|Decius]] 00:28, 28 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arena mode results: Troll fur, pig tail, toad leather, and steel all provide roughly the same protection vs silver whips. Blows would regularly chip bone through the armor, damage organs, and kills were from putting the skull through the brain. A mixture of goblins and dwarves was used, 1v1, competent lasher and no other skills. Fortress mode confirms the adamantine robe hypothesis: Ten pages of fortress mode combat logs of a lasher and axegoblin beating on an unconscious swordsdwarf wearing adamantine robe, gauntlets, helm and high boots. The lasher inflicted massive organ damage, the axegoblin inflicted nothing. Somehow the dwarf managed to survive long enough to be carried to the hospital, and appears to be breathing now. Surprisingly, only the lower body and upper body were targeted during the curbstomp. [[User:Decius|Decius]] 01:47, 28 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Whips and Scourges are lightsabers, due to their ridiculously high speeds and low contact area. Because of this, it is unwise that you do any tests with them. Instead you should use other weapons for more accurate data. IT 000 --[[Special:Contributions/97.116.30.29|97.116.30.29]] 21:50, 21 June 2011 (UTC)&lt;br /&gt;
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== Changes in 0.31.17? ==&lt;br /&gt;
&lt;br /&gt;
I've just had a strike to a goblin toe deflected by his copper low boot. The article claims that it is impossible due to a bug. Recheck of armor coverage rules is in order.[[File:Foot_toe-deflected.png]]--[[User:Another|Another]] 16:37, 12 November 2010 (UTC)&lt;br /&gt;
:You must have updated to the latest version. 31.17 made toes and fingers covered by boots and gauntlets respectively.--[[User:Furlion|Furlion]] 17:24, 12 November 2010 (UTC)&lt;br /&gt;
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== Modding Gloves ==&lt;br /&gt;
&lt;br /&gt;
I'm working on a mod to be able to produce armor in adventure mode -- but I've hit a snag.  Gloves of all sorts are in &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot; pairs.  I can't figure out the raws to stop producing &amp;quot;cheetah leather glove&amp;quot; as opposed to &amp;quot;cheetah leather right glove&amp;quot;.  Anyone happen to know this? --[[User:Aescula|Aescula]] 02:31, 27 November 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== Growing attached ==&lt;br /&gt;
One of my dwarves just grew attached his the left mitten. This means that armor probably can also be named like a weapon. I'll do mre research. --[[User:Blur|Blur]] 08:51, 27 December 2010 (UTC)&lt;br /&gt;
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== quality of armor? ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, how does the crafted quality of armor affect its performance in combat? --Mark 20:28, 21 January 2011 (UTC)&lt;br /&gt;
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== Clothes classified as foreign based on your civilization ==&lt;br /&gt;
&lt;br /&gt;
I was preparing my military uniform, when it said high boots were foreign. They weren't foreign in my other save which is the same version. I have v.31.18. What's going on? --[[User:Joejr50|Joejr50]] 21:53, 9 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Some dwarf civs can make high boots, some can only make low boots. You got a low-boot one. [[Special:Contributions/220.253.80.140|220.253.80.140]] 10:03, 20 February 2011 (UTC)&lt;br /&gt;
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Shouldn't a new symbol be added to the wiki table? I am looking at a possibly related issue in version 0.31.25 where my robes are listed as foreign, which does not agree with the wiki table. &amp;lt;- Sorry, didn't see the note previous to the clothing table.&lt;br /&gt;
&lt;br /&gt;
== Size &amp;amp; Permit ==&lt;br /&gt;
&lt;br /&gt;
These are confusing... e.g., the helmet + 2 caps example. Why is this allowed? The sizes, added together, are 50. This is not LESS than the helmets size + permit. Wouldn't this violate the 2nd rule?&lt;br /&gt;
&lt;br /&gt;
Also, isn't the first rule identical to the last rule? (If an item is not a layer:cover item, the last rule applies, if it is a layer:cover item, both the first &amp;amp; the last rule apply, but will always evaluate the same, as written.) - Morik 2011-03-28&lt;br /&gt;
&lt;br /&gt;
:The examples were quite confusing, and poorly written. I discussed the topic on the DF forums, and have posted a new section explaining the equipment process. &lt;br /&gt;
:However, the information you are referring to may still hold some useful information, so I am leaving it intact. Someone more experienced may want to clean it up. --[[User:RadGH|RadGH]] 15:35, 6 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Every time that I have assigned dwarves to wear caps with helms, they do not wear caps, no matter what material (or any material) the caps are made of. Even if I tell them to remove all civilian clothing and wear exact matches, they will not wear caps with helms. Anyone else experiencing this? ----[[User:Stromko|Stromko]] 05:55, 13 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equipping Clothing ==&lt;br /&gt;
&lt;br /&gt;
I added a verify link in hopes that someone can confirm the equipping logic for the following line:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If two items share the same permit value, the highest size item will be equipped first.&amp;quot; --[[User:RadGH|RadGH]] 15:12, 6 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleanup Request ==&lt;br /&gt;
&lt;br /&gt;
Many of the examples following my new &amp;quot;Equipping Clothing&amp;quot; section are unclear, poorly written, and/or redundant information. While the information held there may still have use, it might be worth cleaning up. I will leave that to someone else, as writing the section which makes these redundant seems to put me in an awkward position. --[[User:RadGH|RadGH]] 15:37, 6 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Yes, please ===&lt;br /&gt;
&lt;br /&gt;
The explanations are unclear and the examples are conflicting. --[[Special:Contributions/188.61.29.254|188.61.29.254]] 21:30, 20 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quivers/Backpacks ==&lt;br /&gt;
&lt;br /&gt;
I have experience that dwarves with full body equipment (3xmail, 1xplate, 6xcloak) who happen to pickup quiver will onlz wear 5 cloaks and then get stuck on picking up sixth cloak. Deducing from that that it has actuall size that affects permit. Is there any research on layering/size of quivers and backpacks?&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Decoration&amp;diff=152461</id>
		<title>v0.31:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Decoration&amp;diff=152461"/>
		<updated>2011-08-18T07:54:58Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Types of decoration */  started table with decoration overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A decorative image raises the {{L|value}} of an object by adding another material to the base item.  Decorations have quality levels. The base value of a decoration is 10☼, multiplied by its {{L|Item_value#Material_Multipliers|material multiplier}} and {{L|Quality|quality multiplier}} that are separate from the item itself. &lt;br /&gt;
&lt;br /&gt;
Adding decorations to an item does not increase its weight.&lt;br /&gt;
&lt;br /&gt;
When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decorations are outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration the quality level of the best one is shown. Decorations do not affect combat multipliers.&lt;br /&gt;
&lt;br /&gt;
You cannot stud a metal object with the type of metal it is made out of. For example, you could not stud a Rose Gold statue with Rose Gold.&lt;br /&gt;
&lt;br /&gt;
You cannot specify a specific object for a dwarf to decorate.  Dwarves will use the closest suitable object. The exception is when encrusting something with gems, where you are able to specify a category of goods to be decorated. Of course you can always seal in (forbidden doors) your artisan Rumpelstiltskin style, complete with workshop, the materials you want him to use and the objects you want decorated (dumping them inside the to-be-sealed-off area might work best) to ensure proper conduct.&lt;br /&gt;
&lt;br /&gt;
For more information regarding the different types of decorations, see {{L|value}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell, &lt;br /&gt;
:  At a {{L|craftsdwarf's workshop}}, objects can be decorated with {{L|bone}}, {{L|hoof}}, {{L|ivory}} or {{L|tooth}}, {{L|pearl}}, and {{L|shell}}. Requires {{L|bone carving}}.  You cannot choose what kind of object to decorate.  Decorating with bone uses up a whole stack of bones. {{Bug|2011}}&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  At a {{L|jeweler's workshop}}, objects can be encrusted with {{L|Gem|cut gem}}s (including cut glass). You may specify whether to decorate furniture, finished goods or ammo.  Requires {{L|gem setting}}.&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a {{L|metalsmith's forge}}, objects can be studded with various metals. Requires {{L|metalcrafting}}, but '''does not''' require {{L|fuel}}.&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a {{L|clothier's shop}}, {{L|cloth}} images (plant fiber, silk and yarn) can be sewn onto clothing items (including leather armor) and bags. Requires {{L|clothier|clothesmaking}}. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a {{L|leather works}}, leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires {{L|leatherworking}}.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Decoration'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Furniture'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Clothing'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Armor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Weapons'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Ammo'''&lt;br /&gt;
|-&lt;br /&gt;
| Bone, Hoof, Ivory or tooth, Pearl, Shell || || Y || N || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Gem || Y || Y || N || || || Y&lt;br /&gt;
|-&lt;br /&gt;
| Metal studs || Y || Y || N || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || Y (bags, ropes) || N || Y || Y (leather) || ||&lt;br /&gt;
|-&lt;br /&gt;
| Leather || Y (bags, ropes) || N || Y || Y (leather) || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
&lt;br /&gt;
'''Makeshift tapestries'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If your fortress is above ground or you otherwise have inadequate natural rock walls to {{L|engraving|engrave}}, {{L|Restraint|rope}}s or {{L|bag}}s sewn with images can be a way of recording your fortress' history instead of {{L|stone detailing}}. When built as {{L|restraint}}s (for decorated ropes), or as {{L|container}}s (for decorated {{L|bag}}s), dwarves can gain happy {{L|thought}}s by admiring them, so they can function as makeshift tapestries.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=152434</id>
		<title>v0.31:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=152434"/>
		<updated>2011-08-17T10:54:57Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Upper Body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:29, 21 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage during {{l|combat}}. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes and capes tend to cover the throat.&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.)&lt;br /&gt;
&lt;br /&gt;
== Armor Skill ==&lt;br /&gt;
&lt;br /&gt;
It is unclear how the {{l|armor user}} skill affects combat, since the movement speed and armor penetration look the same for legendary armor users and untrained users, yet when testing in the arena, a novice armor user is injured extremely frequently compared a grand master armor user.&lt;br /&gt;
&lt;br /&gt;
== Quality Level ==&lt;br /&gt;
Armor gets a deflection bonus based on quality level, but anything less than mastercraft gets no bonus. See {{L|Quality}} for more information.&lt;br /&gt;
&lt;br /&gt;
{{DF2010:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
''(see also: [[Metal#Weapon_.26_Armor_Quality|Metal: Armor Quality]])''&lt;br /&gt;
&lt;br /&gt;
'''Armor material effectiveness changed recently.  [http://www.bay12forums.com/smf/index.php?topic=53571.0 Simulation testing] is still ongoing, so these results should be considered merely Fine quality, not Masterwork.'''&lt;br /&gt;
&lt;br /&gt;
It should be noted that armor material is extremely important now.  For example, fully iron-armored dwarves with iron short swords stand no chance against steel-equipped ones.  A weapon has difficulty piercing armor of the same material (e.g. steel short swords vs. steel armor). However, blunt weapons (such as maces or war hammers) have a much easier time damaging individuals through armor. Testing has shown that even a copper mace is a threat to a dwarf in a steel chain shirt! Breastplates and greaves, being rigid protection, are required to properly protect against blunt weapons.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! Game version !! Poor !! Fair !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 0.31.11 ||rowspan=&amp;quot;2&amp;quot;| Copper || Iron || Bronze ||rowspan=&amp;quot;2&amp;quot;| Steel ||rowspan=&amp;quot;2&amp;quot;| Adamantine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.31.12 || Bronze || Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and clothing, except materials and that only non-clothing garments increase the {{L|armor user}} skill.&lt;br /&gt;
&lt;br /&gt;
Note that the availability of specific articles of clothing varies from civilization to civilization.  So, one civilization may not be able to make vests, another may not be able to make togas, still another may not be able to make dresses and cloaks. By the way, cloaks protect the eyes somewhat, according to combat logs. Dresses and Robes may offer superior protection as well.&lt;br /&gt;
&lt;br /&gt;
Note that Dwarves can potentially manufacture items listed in their raws in the file \raw\objects\entity_default.txt, while other items exist which can never be made by un-modded dwarves, such as a head scarf or face veil. As well, some clothing articles may not be crafted in fortresses of a given {{L|civilization}} - only those items marked as 'common' for that civilization may be crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|UBSTEP}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|LBSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|}&lt;br /&gt;
{{L|Quiver}} and {{L|Backpack}} are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|UPSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|LBSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Foot Protection===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|UPSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandal†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses (sockmail)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chain&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cloth|Fiber}}/{{L|Silk}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Leather}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bone}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Shell}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Metal}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wood}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Size}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Size, Permit, and layering armor|Permit}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Armor#Coverage|UPSTEP}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
*† {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
*[S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Armor, Over, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the {{L|Armor#Size, Permit, and layering armor|size}} of all items equipped on that body part, excluding the item to be equipped (while including those on a different {{L|Armor#Size, Permit, and layering armor|layer}}). &lt;br /&gt;
:'''Permit''' refers to the current item's {{L|Armor#Size, Permit, and layering armor|permit}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item would cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old {{L|dungeon master}}s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm(30 size,20 permit) means you can put on a mask(20,10) or two caps(10,20), but only two head veils(10,100).  Any of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap(10,15) allows only one face veil(10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{L|Adventurer mode}}''' follows the arena rules so it is possible to have three chain mail shirts(15,50), a breastplate(20,50), and 25 capes(10,300) on ones upper body plus two caps(or one mask), a helm, and six hoods on ones head.  Confirmation is needed to see if {{L|fortress mode}} follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each sucessive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a {{L|steel}} breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no {{L|leather}} armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Head'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x caps&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Upper Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Upper Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lower Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hands'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Hands (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feet'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
===Coverage===&lt;br /&gt;
&lt;br /&gt;
There are three tags that govern how far coverage reaches.&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and throat.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armour can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armour also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armour, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armour on the legs from high boots and a mail shirt even before adding leg armour. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty with just two problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
* Faces can't be covered by head armour.&lt;br /&gt;
* Throats cannot be protected by metal armor (except adamantine cloth).&lt;br /&gt;
&lt;br /&gt;
In previous versions toes and fingers were not protected by armor. However as of 31.17 both are now protected by the relevant armor type, e.g gauntlets cover fingers and boots cover toes.&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Metal armor currently only requires 1 bar of a metal to forge; however, when out of bars, the {{L|announcement}} indicates the expected number of bars required:&lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breast plate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=152182</id>
		<title>Utility:SoundSense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=152182"/>
		<updated>2011-08-06T12:44:21Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Sound element attributes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SoundSense=&lt;br /&gt;
&lt;br /&gt;
Discussion: http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
Homepage: http://df.zweistein.cz/soundsense/&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
Installing and configuring software can be intimidating if you are not an IT nerd. And this&lt;br /&gt;
is no exception with SoundSense. But bear with me and it can actually be pretty easy.&lt;br /&gt;
&lt;br /&gt;
Non-scary instructions:&lt;br /&gt;
&lt;br /&gt;
* Install the java runtime&lt;br /&gt;
* Download and extract SoundSense (It does not matter where.)&lt;br /&gt;
* Download soundpack.zip and extract the &amp;quot;packs&amp;quot; folder to SoundSense directory&lt;br /&gt;
* Run soundsense.cmd or soundsense.exe&lt;br /&gt;
&lt;br /&gt;
First, you need to have the java runtime installed. It can be downloaded from the java &lt;br /&gt;
homepage. To determine if your computer already has the correct installation of java, go &lt;br /&gt;
to the Start button, left click &amp;quot;Run...&amp;quot; from the bottom of the menu, type in &amp;quot;cmd&amp;quot; in the &lt;br /&gt;
dialog that opens, and press the [OK] button. A dark windows pops up and you will be at a &lt;br /&gt;
command prompt. Type in &amp;quot;java -version&amp;quot; and press [Enter].&lt;br /&gt;
&lt;br /&gt;
A few lines starting with [java version &amp;quot;1.6.0_14&amp;quot;] or something similar should apear. If &lt;br /&gt;
that case is the case, you are good to go. But if you see [java version &amp;quot;1.5.x_xx&amp;quot; or an &lt;br /&gt;
earlier version (lower number), you will need to download and install the latest java.&lt;br /&gt;
&lt;br /&gt;
If something similar to ['java' is not recognized as an internal or external command] &lt;br /&gt;
appears, either java has not been installed yet or it was not installed correctly. If &lt;br /&gt;
your case is the latter, it may be possible to work around the problem by editing the &lt;br /&gt;
soundSense.cmd (in your SoundSense directory). Open it with Notepad and find line line &lt;br /&gt;
starting with &amp;quot;java -Dja...&amp;quot; and replace the &amp;quot;java&amp;quot; part with the full path for your java &lt;br /&gt;
installation. For example: &amp;quot;C:\Program Files\Java\jdk1.6.0_20\bin\java.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That was the hard part.&lt;br /&gt;
&lt;br /&gt;
Now, where to install it? SoundSense expects to be in a sub-directory that is inside your &lt;br /&gt;
Dwarf Fortress directory. So, for example, if you have Dwarf Fortress in F:/df_31_18_win/,&lt;br /&gt;
you should unpack the contents of SoundSense zip to F:/df_31_18_win/soundsense/. By &lt;br /&gt;
default, you want to make sure that the .cmd file you use to launch SoundSense is inside a &lt;br /&gt;
sub-directory of (i.e., below) the DF folder where gamelog.txt is located.&lt;br /&gt;
&lt;br /&gt;
If you want to install to a different location, you need to edit configuration.xml and &lt;br /&gt;
edit the &amp;lt;gamelog path=&amp;quot;../gamelog.txt&amp;quot;/&amp;gt; line. Replace &amp;quot;../gamelog.txt&amp;quot; with the path to &lt;br /&gt;
where Dwarf Fortress is located. For example: &amp;quot;F:/df_31_18_win/gamelog.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SoundSense is now all set up and ready to run. But you still need the actual sounds and &lt;br /&gt;
music that it will play. So download soundpack.zip and unzip the &amp;quot;packs&amp;quot; directory and all &lt;br /&gt;
the contents inside that to the SoundSense directory.&lt;br /&gt;
&lt;br /&gt;
You can start SoundSense by launching (double left-clicking) either soundSense.cmd or &lt;br /&gt;
soundSenseExe.cmd. (Using the latter should give you clearer error messages regarding a &lt;br /&gt;
bad java installation.) If you like, you can create a shortcut to soundSense.cmd, rename &lt;br /&gt;
it &amp;quot;SoundSense&amp;quot; and move it to your desktop for easy access.&lt;br /&gt;
&lt;br /&gt;
Finally, remember that SoundSense needs to run in the background. Ideally, you should &lt;br /&gt;
start SoundSense BEFORE you start Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
===Moments of Silence===&lt;br /&gt;
&lt;br /&gt;
Occationally, the music in SoundSense will stop for a short period (10, 20, or 30 seconds) &lt;br /&gt;
before resuming. This is not a bug - it is intentional. This was done to let ears rest a &lt;br /&gt;
bit between tracks. (Research shows that ears which get a rest have time to recover and &lt;br /&gt;
are less likely to be damaged.) Also, a few tracks have a silent start and, at low volume, &lt;br /&gt;
may take a minute or longer to become audible. If in doubt, you can see what is currently &lt;br /&gt;
playing in GUI under the volume slider. During periods of silence, this will typically &lt;br /&gt;
show &amp;quot;10s silence&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
===Game Loads and the Music is Random===&lt;br /&gt;
&lt;br /&gt;
When a game is loaded, SoundSense picks a random seasonal music track to play. This is not &lt;br /&gt;
a bug - it is intentional. There is no way for SoundSense to detect what season it is when &lt;br /&gt;
a game is loaded, so a random soundtrack is chosen. But when the season next changes, it &lt;br /&gt;
will choose the correct soundtrack.&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode - A Bit Lacking===&lt;br /&gt;
&lt;br /&gt;
Adventure Mode kind of works. The battle sounds function quite well because they are &lt;br /&gt;
mostly the same as those in Fortress Mode. But SoundSense is still a bit lacking in other &lt;br /&gt;
adventure sounds. The problem is that Adventure Mode does not log many other usefull &lt;br /&gt;
events. For example, encountering a megabeast or a quest mob is resolved in chat, leaving &lt;br /&gt;
no message in the game log to trigger SoundSense.&lt;br /&gt;
&lt;br /&gt;
Improvements in how DF handles logging could benfit both SoundSense and DF as a whole. &lt;br /&gt;
Such suggestions have already been posted in the official Dwarf Fortress forums: &lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=64834.0&lt;br /&gt;
&lt;br /&gt;
===Event Detection: Better Late Than Never?===&lt;br /&gt;
&lt;br /&gt;
In some cases, by the time SoundSense detects conditions to trigger an alert, it may be &lt;br /&gt;
too late to react to the situation. For example, a &amp;quot;Tantrum Spiral&amp;quot; might already be over &lt;br /&gt;
before the player can be alerted.&lt;br /&gt;
&lt;br /&gt;
Part of this is a balance between detecting too many false positives and ignoring events &lt;br /&gt;
until it is too late to do anything. For example, a soldier might lose a pet and report &lt;br /&gt;
feeling like blowing off some steam... but instead of throwing a tantrum they calm down.&lt;br /&gt;
&lt;br /&gt;
Another problem is FPS sensitivity. A specific sequence of events may trigger certain &lt;br /&gt;
alert sounds in a high FPS situation, but it might not trigger with low FPS. The sequence &lt;br /&gt;
of events might &amp;quot;time out&amp;quot;. Also, pausing the game could cause similar problems.&lt;br /&gt;
&lt;br /&gt;
===Compatible With DF Mods - Should Work, But NO PROMISES===&lt;br /&gt;
&lt;br /&gt;
SoundSense was mainly designed for &amp;quot;vanilla&amp;quot; (unmodified) Dwarf Fortress. It should work &lt;br /&gt;
fine with most mods. However, I can not guarantee compatibility. Some mods, especially &lt;br /&gt;
&amp;quot;major&amp;quot; or &amp;quot;full conversions&amp;quot;, may create unusual behavior and involve dangerous events &lt;br /&gt;
that SoundSense was not designed to detect.&lt;br /&gt;
&lt;br /&gt;
Another words, SoundSense may lack sounds for certain mod-specific events. (E.g.; you &lt;br /&gt;
should NOT expect SoundSense to include gunshot sounds for mods that add guns! But you CAN &lt;br /&gt;
modify SoundSense yourself to do this.) Conversely, some events that work normally in &lt;br /&gt;
vanilla DF may trigger so frequently with a mod as to be very annoying.&lt;br /&gt;
&lt;br /&gt;
===On some Linux===&lt;br /&gt;
&lt;br /&gt;
====Error on 'soundSense.sh' call: &amp;quot;/bin/sh^M : wrong interpret&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
File &amp;quot;soundSense.sh&amp;quot; has CR+LF characters at lines ending.&lt;br /&gt;
Convert these characters to a more suitable form, with a tool like &amp;quot;[http://en.wikipedia.org/wiki/Unix2dos dos2unix]&amp;quot;:&lt;br /&gt;
  dos2unix soundSense.sh&lt;br /&gt;
Shell script should then be run without previous error.&lt;br /&gt;
&lt;br /&gt;
====Error at playing any MP3 file: &amp;quot;javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input file: could not get audio input stream from input file&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Your Java virtual machine failed at reading MP3 files as audio stream. This could fix by adding to JVM an extra plugin: [http://www.oracle.com/technetwork/java/javase/download-137625.html JMF MP3 Plugin].&lt;br /&gt;
Download plugin, and put *.jar files into your JVM &amp;quot;lib/ext/&amp;quot; directory.&lt;br /&gt;
&lt;br /&gt;
====Error at playing any MP3 file: &amp;quot;javax.sound.sampled.LineUnavailableException: Audio Device Unavailable&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Whereas your JVM succeeded in reading MP3 file as audio stream, it failed to access to an audio device. If your audio system uses [http://fr.wikipedia.org/wiki/Advanced_Linux_Sound_Architecture Alsa], you could install &amp;quot;aoss&amp;quot; utility, and &amp;quot;soundSense.sh&amp;quot; will call it. On Debian, package &amp;quot;alsa-oss&amp;quot; provides this utility.&lt;br /&gt;
&lt;br /&gt;
===Any Other Issues? Post Feedback===&lt;br /&gt;
&lt;br /&gt;
There is a thread at the official Dwarf Fortress forums. Feel free to post any issues, &lt;br /&gt;
suggestions, and contributions there:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
&lt;br /&gt;
When providing feedback about your experience with SoundSense, please specify which mods &lt;br /&gt;
(if any) you are using. If SoundSense seems to behave weirdly only for you, it just might &lt;br /&gt;
be from using certain mods.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
&lt;br /&gt;
You can insert additional sounds and music into SoundSense by adding entries to an .xml &lt;br /&gt;
configuration file. logPattern=&amp;quot;regexp&amp;quot; is a regular expression which, if matched, will &lt;br /&gt;
cause a random soundFile from a list to be played. (Details on how java uses regular &lt;br /&gt;
expressions: http://java.sun.com/j2se/1.4.2/docs/api/java/util/regex/Pattern.html )&lt;br /&gt;
&lt;br /&gt;
===Sound element attributes:===&lt;br /&gt;
&lt;br /&gt;
* logPattern - regular expression matching log line (see link above)&lt;br /&gt;
* channel - string; Specifies a channel on which sound is played. Sounds played on a &lt;br /&gt;
channel can be looped or stopped prematurely.&lt;br /&gt;
* loop - string; Specifying &amp;quot;start&amp;quot; will start looping a sound on a channel until an &lt;br /&gt;
expression with &amp;quot;stop&amp;quot; is triggered or until a different loop sound is played on the same &lt;br /&gt;
channel. (If a non-looped sound is triggered on the same channel, this loop will resume &lt;br /&gt;
when the non-looped is done playing.)&lt;br /&gt;
* concurency - number; The number of concurrent (i.e., simultaneous) sounds allowed to be &lt;br /&gt;
played besides this sound. If SoundSense is currently playing more than this, the sound is &lt;br /&gt;
ignored. The default is unlimited.&lt;br /&gt;
* timeout - number; This initiates a time out during which this particular sound is &lt;br /&gt;
prevented from playing again. This is measured in milliseconds and the default is 0.&lt;br /&gt;
* delay - number; Adds a delay before the sound is played. This is measured in &lt;br /&gt;
milliseconds and the default is 0.&lt;br /&gt;
* haltOnMatch - boolean; If this is set to True and more than one equivalent logPattern &lt;br /&gt;
exists, SoundSense will only process the first logPattern expression. If it is False, it &lt;br /&gt;
will continue to process matching (e.g., identical) logPatterns. The default is True.&lt;br /&gt;
* speech - boolean; If this is set to True, SoundSense will echo the gamelog text line &lt;br /&gt;
(containing the logPattern) with a speech synthesizer instead of playing a sound. The &lt;br /&gt;
default is False.&lt;br /&gt;
* playbackThreshhold - number, 0-4, defines level of filter which is applied to this sound.&lt;br /&gt;
&lt;br /&gt;
===SoundFile element attributes:===&lt;br /&gt;
&lt;br /&gt;
* fileName - the path to and name of the sound/music file&lt;br /&gt;
* weight - number; This controls the likelihood of a sound being chosen. Default is 100.&lt;br /&gt;
* volumeAdjustment - number; This can be used to adjust the volume of the sample. The &lt;br /&gt;
value can range from -40 to +6 decibles and the default is 0.&lt;br /&gt;
* randomBalance - boolean, if set to true will randomply distribute sound betweem stereo channels.&lt;br /&gt;
* balanceAdjustment - number, adjusts stereo channel, can range for -1 (full left) to 1 (full right).&lt;br /&gt;
&lt;br /&gt;
SoundSense supports these audio formats for soundFiles:&lt;br /&gt;
&lt;br /&gt;
* mp3   (SoundSense can normalize the sound volume with this format)&lt;br /&gt;
* ogg   (works, but SoundSense can not normalize the sound volume)&lt;br /&gt;
* wav   (See note below. SoundSense only supports &amp;quot;Windows PCM&amp;quot; encoded .wav files)&lt;br /&gt;
* aiff&lt;br /&gt;
* au&lt;br /&gt;
&lt;br /&gt;
Note: Not all .wav files are supported...&lt;br /&gt;
&lt;br /&gt;
SoundSense supports .wav encoded in the &amp;quot;Windows PCM&amp;quot; format. However, some files with the &lt;br /&gt;
.wav extention are actually encoded in some other proprietary format. A sound format &lt;br /&gt;
conversion utility (such as FormatFactory) could be used to fix them.&lt;br /&gt;
&lt;br /&gt;
===Some Tips:===&lt;br /&gt;
&lt;br /&gt;
* Control of Randomness - Each logPattern expression can contain several soundFile &lt;br /&gt;
elements. When it is triggered, one of them is randomly chosen to play. You can control &lt;br /&gt;
the probability of each sound being chosen by adding the weight=&amp;quot;number&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
* Simultaneous Sounds - By default, only one sound will play for a given logPattern, even &lt;br /&gt;
if there are several expression using identical logPatterns. (Only the first expression is &lt;br /&gt;
processed.) But you can allow more than one sound to be played for same pattern by giving &lt;br /&gt;
the first one the haltOnMatch=&amp;quot;false&amp;quot; attribute. They will all start at same time (unless &lt;br /&gt;
one or more of them also has a delay). An example is in Seasons.&lt;br /&gt;
&lt;br /&gt;
* Sequential Sounds - Two (or more) sounds can be played sequentially (one after the &lt;br /&gt;
other) for the same logPattern by using the haltOnMatch=&amp;quot;false&amp;quot; tip above and including a &lt;br /&gt;
delay attribute for one of them with a delay that surpasses the length of the other.&lt;br /&gt;
&lt;br /&gt;
===Helpful files:===&lt;br /&gt;
&lt;br /&gt;
 * packSkeletons.zip ( http://df.zweistein.cz/soundsense/packSkeletons.zip ) - This &lt;br /&gt;
contains .xml files for all known gamelog lines currently without sounds. You can use this &lt;br /&gt;
as a starting point to expand SoundSense.&lt;br /&gt;
 * missingMessages.cmd - Run this program to parse your gamelog.txt file and output all &lt;br /&gt;
lines your sound packs will not recognize.&lt;br /&gt;
 * logging.properties - Edit this file to enable more debug messages from SoundSense. Set &lt;br /&gt;
&amp;quot;.level = ALL&amp;quot; to view a very verbose output.&lt;br /&gt;
&lt;br /&gt;
===Sources of sound &amp;amp; music:===&lt;br /&gt;
&lt;br /&gt;
The following are some sites of interest, should you want additional sounds/music.&lt;br /&gt;
(Websites with free, creative commons, public domain, and/or GNU GPL licensed audio):&lt;br /&gt;
&lt;br /&gt;
http://soundbible.com/&lt;br /&gt;
http://www.freesound.org/searchText.php&lt;br /&gt;
http://www.musopen.org/&lt;br /&gt;
http://opengameart.org/browse/audio&lt;br /&gt;
http://www.incompetech.com/m/c/royalty-free/&lt;br /&gt;
http://ccmixter.org&lt;br /&gt;
http://free-loops.com/&lt;br /&gt;
http://www.pdsounds.org/&lt;br /&gt;
http://commons.wikimedia.org/wiki/Category:Sound&lt;br /&gt;
http://www.archive.org/details/opensource_audio&lt;br /&gt;
http://publicdomainaudiovideo.blogspot.com/&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=151926</id>
		<title>Utility:SoundSense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=151926"/>
		<updated>2011-07-30T14:36:07Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SoundSense=&lt;br /&gt;
&lt;br /&gt;
Discussion: http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
Homepage: http://df.zweistein.cz/soundsense/&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
Installing and configuring software can be intimidating if you are not an IT nerd. And this&lt;br /&gt;
is no exception with SoundSense. But bear with me and it can actually be pretty easy.&lt;br /&gt;
&lt;br /&gt;
Non-scary instructions:&lt;br /&gt;
&lt;br /&gt;
* Install the java runtime&lt;br /&gt;
* Download and extract SoundSense (It does not matter where.)&lt;br /&gt;
* Download soundpack.zip and extract the &amp;quot;packs&amp;quot; folder to SoundSense directory&lt;br /&gt;
* Run soundsense.cmd or soundsense.exe&lt;br /&gt;
&lt;br /&gt;
First, you need to have the java runtime installed. It can be downloaded from the java &lt;br /&gt;
homepage. To determine if your computer already has the correct installation of java, go &lt;br /&gt;
to the Start button, left click &amp;quot;Run...&amp;quot; from the bottom of the menu, type in &amp;quot;cmd&amp;quot; in the &lt;br /&gt;
dialog that opens, and press the [OK] button. A dark windows pops up and you will be at a &lt;br /&gt;
command prompt. Type in &amp;quot;java -version&amp;quot; and press [Enter].&lt;br /&gt;
&lt;br /&gt;
A few lines starting with [java version &amp;quot;1.6.0_14&amp;quot;] or something similar should apear. If &lt;br /&gt;
that case is the case, you are good to go. But if you see [java version &amp;quot;1.5.x_xx&amp;quot; or an &lt;br /&gt;
earlier version (lower number), you will need to download and install the latest java.&lt;br /&gt;
&lt;br /&gt;
If something similar to ['java' is not recognized as an internal or external command] &lt;br /&gt;
appears, either java has not been installed yet or it was not installed correctly. If &lt;br /&gt;
your case is the latter, it may be possible to work around the problem by editing the &lt;br /&gt;
soundSense.cmd (in your SoundSense directory). Open it with Notepad and find line line &lt;br /&gt;
starting with &amp;quot;java -Dja...&amp;quot; and replace the &amp;quot;java&amp;quot; part with the full path for your java &lt;br /&gt;
installation. For example: &amp;quot;C:\Program Files\Java\jdk1.6.0_20\bin\java.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That was the hard part.&lt;br /&gt;
&lt;br /&gt;
Now, where to install it? SoundSense expects to be in a sub-directory that is inside your &lt;br /&gt;
Dwarf Fortress directory. So, for example, if you have Dwarf Fortress in F:/df_31_18_win/,&lt;br /&gt;
you should unpack the contents of SoundSense zip to F:/df_31_18_win/soundsense/. By &lt;br /&gt;
default, you want to make sure that the .cmd file you use to launch SoundSense is inside a &lt;br /&gt;
sub-directory of (i.e., below) the DF folder where gamelog.txt is located.&lt;br /&gt;
&lt;br /&gt;
If you want to install to a different location, you need to edit configuration.xml and &lt;br /&gt;
edit the &amp;lt;gamelog path=&amp;quot;../gamelog.txt&amp;quot;/&amp;gt; line. Replace &amp;quot;../gamelog.txt&amp;quot; with the path to &lt;br /&gt;
where Dwarf Fortress is located. For example: &amp;quot;F:/df_31_18_win/gamelog.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SoundSense is now all set up and ready to run. But you still need the actual sounds and &lt;br /&gt;
music that it will play. So download soundpack.zip and unzip the &amp;quot;packs&amp;quot; directory and all &lt;br /&gt;
the contents inside that to the SoundSense directory.&lt;br /&gt;
&lt;br /&gt;
You can start SoundSense by launching (double left-clicking) either soundSense.cmd or &lt;br /&gt;
soundSenseExe.cmd. (Using the latter should give you clearer error messages regarding a &lt;br /&gt;
bad java installation.) If you like, you can create a shortcut to soundSense.cmd, rename &lt;br /&gt;
it &amp;quot;SoundSense&amp;quot; and move it to your desktop for easy access.&lt;br /&gt;
&lt;br /&gt;
Finally, remember that SoundSense needs to run in the background. Ideally, you should &lt;br /&gt;
start SoundSense BEFORE you start Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
===Moments of Silence===&lt;br /&gt;
&lt;br /&gt;
Occationally, the music in SoundSense will stop for a short period (10, 20, or 30 seconds) &lt;br /&gt;
before resuming. This is not a bug - it is intentional. This was done to let ears rest a &lt;br /&gt;
bit between tracks. (Research shows that ears which get a rest have time to recover and &lt;br /&gt;
are less likely to be damaged.) Also, a few tracks have a silent start and, at low volume, &lt;br /&gt;
may take a minute or longer to become audible. If in doubt, you can see what is currently &lt;br /&gt;
playing in GUI under the volume slider. During periods of silence, this will typically &lt;br /&gt;
show &amp;quot;10s silence&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
===Game Loads and the Music is Random===&lt;br /&gt;
&lt;br /&gt;
When a game is loaded, SoundSense picks a random seasonal music track to play. This is not &lt;br /&gt;
a bug - it is intentional. There is no way for SoundSense to detect what season it is when &lt;br /&gt;
a game is loaded, so a random soundtrack is chosen. But when the season next changes, it &lt;br /&gt;
will choose the correct soundtrack.&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode - A Bit Lacking===&lt;br /&gt;
&lt;br /&gt;
Adventure Mode kind of works. The battle sounds function quite well because they are &lt;br /&gt;
mostly the same as those in Fortress Mode. But SoundSense is still a bit lacking in other &lt;br /&gt;
adventure sounds. The problem is that Adventure Mode does not log many other usefull &lt;br /&gt;
events. For example, encountering a megabeast or a quest mob is resolved in chat, leaving &lt;br /&gt;
no message in the game log to trigger SoundSense.&lt;br /&gt;
&lt;br /&gt;
Improvements in how DF handles logging could benfit both SoundSense and DF as a whole. &lt;br /&gt;
Such suggestions have already been posted in the official Dwarf Fortress forums: &lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=64834.0&lt;br /&gt;
&lt;br /&gt;
===Event Detection: Better Late Than Never?===&lt;br /&gt;
&lt;br /&gt;
In some cases, by the time SoundSense detects conditions to trigger an alert, it may be &lt;br /&gt;
too late to react to the situation. For example, a &amp;quot;Tantrum Spiral&amp;quot; might already be over &lt;br /&gt;
before the player can be alerted.&lt;br /&gt;
&lt;br /&gt;
Part of this is a balance between detecting too many false positives and ignoring events &lt;br /&gt;
until it is too late to do anything. For example, a soldier might lose a pet and report &lt;br /&gt;
feeling like blowing off some steam... but instead of throwing a tantrum they calm down.&lt;br /&gt;
&lt;br /&gt;
Another problem is FPS sensitivity. A specific sequence of events may trigger certain &lt;br /&gt;
alert sounds in a high FPS situation, but it might not trigger with low FPS. The sequence &lt;br /&gt;
of events might &amp;quot;time out&amp;quot;. Also, pausing the game could cause similar problems.&lt;br /&gt;
&lt;br /&gt;
===Compatible With DF Mods - Should Work, But NO PROMISES===&lt;br /&gt;
&lt;br /&gt;
SoundSense was mainly designed for &amp;quot;vanilla&amp;quot; (unmodified) Dwarf Fortress. It should work &lt;br /&gt;
fine with most mods. However, I can not guarantee compatibility. Some mods, especially &lt;br /&gt;
&amp;quot;major&amp;quot; or &amp;quot;full conversions&amp;quot;, may create unusual behavior and involve dangerous events &lt;br /&gt;
that SoundSense was not designed to detect.&lt;br /&gt;
&lt;br /&gt;
Another words, SoundSense may lack sounds for certain mod-specific events. (E.g.; you &lt;br /&gt;
should NOT expect SoundSense to include gunshot sounds for mods that add guns! But you CAN &lt;br /&gt;
modify SoundSense yourself to do this.) Conversely, some events that work normally in &lt;br /&gt;
vanilla DF may trigger so frequently with a mod as to be very annoying.&lt;br /&gt;
&lt;br /&gt;
===Any Other Issues? Post Feedback===&lt;br /&gt;
&lt;br /&gt;
There is a thread at the official Dwarf Fortress forums. Feel free to post any issues, &lt;br /&gt;
suggestions, and contributions there:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
&lt;br /&gt;
When providing feedback about your experience with SoundSense, please specify which mods &lt;br /&gt;
(if any) you are using. If SoundSense seems to behave weirdly only for you, it just might &lt;br /&gt;
be from using certain mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
&lt;br /&gt;
You can insert additional sounds and music into SoundSense by adding entries to an .xml &lt;br /&gt;
configuration file. logPattern=&amp;quot;regexp&amp;quot; is a regular expression which, if matched, will &lt;br /&gt;
cause a random soundFile from a list to be played. (Details on how java uses regular &lt;br /&gt;
expressions: http://java.sun.com/j2se/1.4.2/docs/api/java/util/regex/Pattern.html )&lt;br /&gt;
&lt;br /&gt;
===Sound element attributes:===&lt;br /&gt;
&lt;br /&gt;
* logPattern - regular expression matching log line (see link above)&lt;br /&gt;
* channel - string; Specifies a channel on which sound is played. Sounds played on a &lt;br /&gt;
channel can be looped or stopped prematurely.&lt;br /&gt;
* loop - string; Specifying &amp;quot;start&amp;quot; will start looping a sound on a channel until an &lt;br /&gt;
expression with &amp;quot;stop&amp;quot; is triggered or until a different loop sound is played on the same &lt;br /&gt;
channel. (If a non-looped sound is triggered on the same channel, this loop will resume &lt;br /&gt;
when the non-looped is done playing.)&lt;br /&gt;
* concurency - number; The number of concurrent (i.e., simultaneous) sounds allowed to be &lt;br /&gt;
played besides this sound. If SoundSense is currently playing more than this, the sound is &lt;br /&gt;
ignored. The default is unlimited.&lt;br /&gt;
* timeout - number; This initiates a time out during which this particular sound is &lt;br /&gt;
prevented from playing again. This is measured in milliseconds and the default is 0.&lt;br /&gt;
* delay - number; Adds a delay before the sound is played. This is measured in &lt;br /&gt;
milliseconds and the default is 0.&lt;br /&gt;
* haltOnMatch - boolean; If this is set to True and more than one equivalent logPattern &lt;br /&gt;
exists, SoundSense will only process the first logPattern expression. If it is False, it &lt;br /&gt;
will continue to process matching (e.g., identical) logPatterns. The default is True.&lt;br /&gt;
* speech - boolean; If this is set to True, SoundSense will echo the gamelog text line &lt;br /&gt;
(containing the logPattern) with a speech synthesizer instead of playing a sound. The &lt;br /&gt;
default is False.&lt;br /&gt;
&lt;br /&gt;
===SoundFile element attributes:===&lt;br /&gt;
&lt;br /&gt;
* fileName - the path to and name of the sound/music file&lt;br /&gt;
* weight - number; This controls the likelihood of a sound being chosen. Default is 100.&lt;br /&gt;
* volumeAdjustment - number; This can be used to adjust the volume of the sample. The &lt;br /&gt;
value can range from -40 to +6 decibles and the default is 0.&lt;br /&gt;
* randomBalance - boolean, if set to true will randomply distribute sound betweem stereo channels.&lt;br /&gt;
* balanceAdjustment - number, adjusts stereo channel, can range for -1 (full left) to 1 (full right).&lt;br /&gt;
&lt;br /&gt;
SoundSense supports these audio formats for soundFiles:&lt;br /&gt;
&lt;br /&gt;
* mp3   (SoundSense can normalize the sound volume with this format)&lt;br /&gt;
* ogg   (works, but SoundSense can not normalize the sound volume)&lt;br /&gt;
* wav   (See note below. SoundSense only supports &amp;quot;Windows PCM&amp;quot; encoded .wav files)&lt;br /&gt;
* aiff&lt;br /&gt;
* au&lt;br /&gt;
&lt;br /&gt;
Note: Not all .wav files are supported...&lt;br /&gt;
&lt;br /&gt;
SoundSense supports .wav encoded in the &amp;quot;Windows PCM&amp;quot; format. However, some files with the &lt;br /&gt;
.wav extention are actually encoded in some other proprietary format. A sound format &lt;br /&gt;
conversion utility (such as FormatFactory) could be used to fix them.&lt;br /&gt;
&lt;br /&gt;
===Some Tips:===&lt;br /&gt;
&lt;br /&gt;
* Control of Randomness - Each logPattern expression can contain several soundFile &lt;br /&gt;
elements. When it is triggered, one of them is randomly chosen to play. You can control &lt;br /&gt;
the probability of each sound being chosen by adding the weight=&amp;quot;number&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
* Simultaneous Sounds - By default, only one sound will play for a given logPattern, even &lt;br /&gt;
if there are several expression using identical logPatterns. (Only the first expression is &lt;br /&gt;
processed.) But you can allow more than one sound to be played for same pattern by giving &lt;br /&gt;
the first one the haltOnMatch=&amp;quot;false&amp;quot; attribute. They will all start at same time (unless &lt;br /&gt;
one or more of them also has a delay). An example is in Seasons.&lt;br /&gt;
&lt;br /&gt;
* Sequential Sounds - Two (or more) sounds can be played sequentially (one after the &lt;br /&gt;
other) for the same logPattern by using the haltOnMatch=&amp;quot;false&amp;quot; tip above and including a &lt;br /&gt;
delay attribute for one of them with a delay that surpasses the length of the other.&lt;br /&gt;
&lt;br /&gt;
===Helpful files:===&lt;br /&gt;
&lt;br /&gt;
 * packSkeletons.zip ( http://df.zweistein.cz/soundsense/packSkeletons.zip ) - This &lt;br /&gt;
contains .xml files for all known gamelog lines currently without sounds. You can use this &lt;br /&gt;
as a starting point to expand SoundSense.&lt;br /&gt;
 * missingMessages.cmd - Run this program to parse your gamelog.txt file and output all &lt;br /&gt;
lines your sound packs will not recognize.&lt;br /&gt;
 * logging.properties - Edit this file to enable more debug messages from SoundSense. Set &lt;br /&gt;
&amp;quot;.level = ALL&amp;quot; to view a very verbose output.&lt;br /&gt;
&lt;br /&gt;
===Sources of sound &amp;amp; music:===&lt;br /&gt;
&lt;br /&gt;
The following are some sites of interest, should you want additional sounds/music.&lt;br /&gt;
(Websites with free, creative commons, public domain, and/or GNU GPL licensed audio):&lt;br /&gt;
&lt;br /&gt;
http://soundbible.com/&lt;br /&gt;
http://www.freesound.org/searchText.php&lt;br /&gt;
http://www.musopen.org/&lt;br /&gt;
http://opengameart.org/browse/audio&lt;br /&gt;
http://www.incompetech.com/m/c/royalty-free/&lt;br /&gt;
http://ccmixter.org&lt;br /&gt;
http://free-loops.com/&lt;br /&gt;
http://www.pdsounds.org/&lt;br /&gt;
http://commons.wikimedia.org/wiki/Category:Sound&lt;br /&gt;
http://www.archive.org/details/opensource_audio&lt;br /&gt;
http://publicdomainaudiovideo.blogspot.com/&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=151634</id>
		<title>Utility:SoundSense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=151634"/>
		<updated>2011-07-22T17:50:20Z</updated>

		<summary type="html">&lt;p&gt;Zwei: Created page with '==SoundSense==  Discussion: http://www.bay12forums.com/smf/index.php?topic=60287.0 Homepage: http://df.zweistein.cz/soundsense/  ==Known Issues==  ===Moments of Silence===  Occat…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SoundSense==&lt;br /&gt;
&lt;br /&gt;
Discussion: http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
Homepage: http://df.zweistein.cz/soundsense/&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
===Moments of Silence===&lt;br /&gt;
&lt;br /&gt;
Occationally, the music in SoundSense will stop for a short period (10, 20, or 30 seconds) &lt;br /&gt;
before resuming. This is not a bug - it is intentional. This was done to let ears rest a &lt;br /&gt;
bit between tracks. (Research shows that ears which get a rest have time to recover and &lt;br /&gt;
are less likely to be damaged.) Also, a few tracks have a silent start and, at low volume, &lt;br /&gt;
may take a minute or longer to become audible. If in doubt, you can see what is currently &lt;br /&gt;
playing in GUI under the volume slider. During periods of silence, this will typically &lt;br /&gt;
show &amp;quot;10s silence&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
===Game Loads and the Music is Random===&lt;br /&gt;
&lt;br /&gt;
When a game is loaded, SoundSense picks a random seasonal music track to play. This is not &lt;br /&gt;
a bug - it is intentional. There is no way for SoundSense to detect what season it is when &lt;br /&gt;
a game is loaded, so a random soundtrack is chosen. But when the season next changes, it &lt;br /&gt;
will choose the correct soundtrack.&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode - A Bit Lacking===&lt;br /&gt;
&lt;br /&gt;
Adventure Mode kind of works. The battle sounds function quite well because they are &lt;br /&gt;
mostly the same as those in Fortress Mode. But SoundSense is still a bit lacking in other &lt;br /&gt;
adventure sounds. The problem is that Adventure Mode does not log many other usefull &lt;br /&gt;
events. For example, encountering a megabeast or a quest mob is resolved in chat, leaving &lt;br /&gt;
no message in the game log to trigger SoundSense.&lt;br /&gt;
&lt;br /&gt;
Improvements in how DF handles logging could benfit both SoundSense and DF as a whole. &lt;br /&gt;
Such suggestions have already been posted in the official Dwarf Fortress forums: &lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=64834.0&lt;br /&gt;
&lt;br /&gt;
===Event Detection: Better Late Than Never?===&lt;br /&gt;
&lt;br /&gt;
In some cases, by the time SoundSense detects conditions to trigger an alert, it may be &lt;br /&gt;
too late to react to the situation. For example, a &amp;quot;Tantrum Spiral&amp;quot; might already be over &lt;br /&gt;
before the player can be alerted.&lt;br /&gt;
&lt;br /&gt;
Part of this is a balance between detecting too many false positives and ignoring events &lt;br /&gt;
until it is too late to do anything. For example, a soldier might lose a pet and report &lt;br /&gt;
feeling like blowing off some steam... but instead of throwing a tantrum they calm down.&lt;br /&gt;
&lt;br /&gt;
Another problem is FPS sensitivity. A specific sequence of events may trigger certain &lt;br /&gt;
alert sounds in a high FPS situation, but it might not trigger with low FPS. The sequence &lt;br /&gt;
of events might &amp;quot;time out&amp;quot;. Also, pausing the game could cause similar problems.&lt;br /&gt;
&lt;br /&gt;
===Compatible With DF Mods - Should Work, But NO PROMISES===&lt;br /&gt;
&lt;br /&gt;
SoundSense was mainly designed for &amp;quot;vanilla&amp;quot; (unmodified) Dwarf Fortress. It should work &lt;br /&gt;
fine with most mods. However, I can not guarantee compatibility. Some mods, especially &lt;br /&gt;
&amp;quot;major&amp;quot; or &amp;quot;full conversions&amp;quot;, may create unusual behavior and involve dangerous events &lt;br /&gt;
that SoundSense was not designed to detect.&lt;br /&gt;
&lt;br /&gt;
Another words, SoundSense may lack sounds for certain mod-specific events. (E.g.; you &lt;br /&gt;
should NOT expect SoundSense to include gunshot sounds for mods that add guns! But you CAN &lt;br /&gt;
modify SoundSense yourself to do this.) Conversely, some events that work normally in &lt;br /&gt;
vanilla DF may trigger so frequently with a mod as to be very annoying.&lt;br /&gt;
&lt;br /&gt;
===Any Other Issues? Post Feedback===&lt;br /&gt;
&lt;br /&gt;
There is a thread at the official Dwarf Fortress forums. Feel free to post any issues, &lt;br /&gt;
suggestions, and contributions there:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
&lt;br /&gt;
When providing feedback about your experience with SoundSense, please specify which mods &lt;br /&gt;
(if any) you are using. If SoundSense seems to behave weirdly only for you, it just might &lt;br /&gt;
be from using certain mods.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=149717</id>
		<title>v0.31:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=149717"/>
		<updated>2011-05-29T16:17:42Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Disadvantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
*Allows workshop profiles to be set.&lt;br /&gt;
|arrival=Appointed on the {{L|nobles screen}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The manager is a {{L|noble}} that allows you to create multiple production orders. Using a manager allows you to rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual {{L|workshop}}s. The manager also lets you setup profiles for workshops.&lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
There is a certain set of Skills that are relevant for a Manager, there are also certain Personality Traits that influence if experience is gained in the skill whatsoever, furthermore there are Soul Attributes that affect the Skills and other Skills that affect the same Attributes Cross Training, the ones relevant for a Manager are as follow:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical Ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardness&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the table Skills, Traits and Attributes the better Manager the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better at that Skill.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in your {{L|dining room}} will suffice until you can arrange for a more permament, dedicated location.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give him an office:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|n}} to enter the Nobles screen&lt;br /&gt;
#Select Manager and hit {{K|Enter}}. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.&lt;br /&gt;
#Build a {{L|Chair}} somewhere or locate an existing chair.&lt;br /&gt;
#Use the {{K|q}} command and place the cursor on the chair. Select the option to make the area into an {{L|Office}} and assign your manager as the owner of the office.&lt;br /&gt;
&lt;br /&gt;
At this point the red stuff under &amp;quot;Manager&amp;quot; should have disappeared from the {{K|n}}obles screen and you should be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The manager screen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Creating a '''work order''' works like this:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.&lt;br /&gt;
#Press {{K|q}} to create a new work order&lt;br /&gt;
#Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.&lt;br /&gt;
#Use the directional keys to select the specific type item you want.&lt;br /&gt;
#Enter the quantity of items you want to produce. The maximum quantity is 30. To make more items than that you'll need to create another work order.&lt;br /&gt;
#You work order will appear in the list. You can remove it or raise it's priority.&lt;br /&gt;
&lt;br /&gt;
If you have more than 20 dwarves total then the manager will need to go to his office to &amp;quot;validate&amp;quot; each work order before it is acted on. If your manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).&lt;br /&gt;
&lt;br /&gt;
To see if an order is approved, you can check the manager screen &amp;amp;mdash; approved orders will have a green checkmark, while unapproved orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office.&lt;br /&gt;
&lt;br /&gt;
After a production order is approved, corresponding tasks will be automatically added to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work orders for the same items can be requested separately with a few keystrokes.&lt;br /&gt;
&lt;br /&gt;
You will receive an {{L|announcement}} when each order is completed.&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows you to change a {{L|workshop}}'s &amp;quot;profile&amp;quot;. To edit a workshop's profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
&lt;br /&gt;
The workshop profile will allow you to select which dwarves can use it and the minimum and maximum {{L|skill}} level required to use the workshop. You can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, you may not get those bins until ALL of the barrels are done. Additionally, should you suddenly want to build something else at your carpenter's workshop, you may need to cancel or suspend the existing tasks. These problems are avoidable as long as the manager is not used too heavily, and if you give production orders of relatively small amounts.&lt;br /&gt;
&lt;br /&gt;
Usefull trick to quicky clear queue of [[workshop]] is to slate workshop for removal and then cancel this action.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (like two or more carpentry workshops for a &amp;quot;make bed&amp;quot; order) then the manager will distribute the jobs amongst all those workshops, even if you want the different workshops to be dedicated to different tasks.  A workaround for this is to fill a workshop with suspended tasks to prevent it from accepting manager orders.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&amp;diff=149541</id>
		<title>v0.31:Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&amp;diff=149541"/>
		<updated>2011-05-23T13:01:51Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Window */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:58, 26 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.&lt;br /&gt;
&lt;br /&gt;
== Locating your configuration file ==&lt;br /&gt;
The configuration files are in the data\init folder of the directory that you installed Dwarf Fortress to.&lt;br /&gt;
&lt;br /&gt;
== Editing the configuration file ==&lt;br /&gt;
You can edit the configuration files with any word processing software or program that can open .txt files. A good program to edit these files in Windows is Editplus or TextPad.&lt;br /&gt;
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.&lt;br /&gt;
&lt;br /&gt;
== Settings - init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
*[SOUND:ON]&lt;br /&gt;
Change the argument from &amp;quot;ON&amp;quot; to &amp;quot;OFF&amp;quot; to completely remove sound and music from the game. If this is &amp;quot;OFF&amp;quot;, it will not be possible to change the volume from the in game options menu.&lt;br /&gt;
&lt;br /&gt;
*[VOLUME:255]&lt;br /&gt;
Changes the default volume of sound in Dwarf Fortress. The argument can be any value from 0 to 255, with 255 representing 100% volume.&lt;br /&gt;
&lt;br /&gt;
=== Intro Movie ===&lt;br /&gt;
*[INTRO:YES]&lt;br /&gt;
Change the argument from &amp;quot;YES&amp;quot; to &amp;quot;NO&amp;quot; to turn off the intro movie. &lt;br /&gt;
&lt;br /&gt;
=== Window ===&lt;br /&gt;
*[WINDOWED:PROMPT]&lt;br /&gt;
Changes the window mode that Dwarf Fortress runs in. If this is &amp;quot;PROMPT&amp;quot; the game will ask you if you want to run in windowed or fullscreen mode. If this is &amp;quot;NO&amp;quot; the game will be fullscreen with no prompt, and if this is &amp;quot;YES&amp;quot; the game will be in windowed mode with no prompt.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDX:80]&lt;br /&gt;
If this is below 256, this specifies the width of the grid used by Dwarf Fortress with a minimum of 80. As such, the width of the window used will be the product of this value and the width of the font used. If this value is 256 or above, it specifies the width of the window used directly.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDY:25]&lt;br /&gt;
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:98][WINDOWEDY:98] will make window big enough to display whole 2x2 [[embark]] [[site]] with 8x8 [[tileset]].&lt;br /&gt;
&lt;br /&gt;
*[FONT:curses_640x300.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[RESIZABLE:YES]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot; you can resize the window while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
*[TOPMOST:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, the window is kept above all other windows.&lt;br /&gt;
&lt;br /&gt;
=== Fullscreen ===&lt;br /&gt;
These settings are used if the [WINDOWED:PROMPT/YES/NO] token is either &amp;quot;NO&amp;quot;, or &amp;quot;PROMPT&amp;quot; and the fullscreen option is chosen.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:0]&lt;br /&gt;
The width of the screen in fullscreen mode. If the value are 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENY:0]&lt;br /&gt;
The height of the screen in fullscreen mode. If the value is 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLFONT:curses_800x600.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles will be stretched to fit to the screen if there is a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space around the grid is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
*[GRAPHICS:NO]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to [[Graphics_set_repository|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
The window width used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
The window height used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
The [[Tileset_repository|font]] used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
The width of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
The height of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
The font used by Dwarf Fortress when in fullscreen mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles are stretched to fit window in the case of a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Video Card Options ===&lt;br /&gt;
&lt;br /&gt;
*[PRINT_MODE:2D]&lt;br /&gt;
This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are &amp;quot;2D&amp;quot;, &amp;quot;2DSW&amp;quot;, &amp;quot;2DASYNC&amp;quot;, &amp;quot;STANDARD&amp;quot;, &amp;quot;TEXT&amp;quot;, &amp;quot;ACCUM_BUFFER&amp;quot;, &amp;quot;FRAME_BUFFER&amp;quot;, &amp;quot;VBO&amp;quot; and &amp;quot;PARTIAL&amp;quot;.  A technical description of what these do can be found [http://www.bay12forums.com/smf/index.php?topic=63667.msg1478550#msg1478550 in this post].&lt;br /&gt;
&amp;quot;PARTIAL&amp;quot; print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.&lt;br /&gt;
&amp;quot;TEXT&amp;quot; is only available on Macintosh and Linux.&lt;br /&gt;
&lt;br /&gt;
*[SINGLE_BUFFER:NO]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot; Dwarf Fortress will use double buffering, which may reduce flickering of the screen at the expense of a possible (small) drop in frame rate. If this is &amp;quot;YES&amp;quot;, double buffering is turned off.&lt;br /&gt;
&lt;br /&gt;
*[ARB_SYNC:NO]&lt;br /&gt;
On video cards that support the OpenGL ARB_sync extension, turning this on can greatly improve performance in GPU overload conditions. However, this can cause Dwarf Fortress to crash on some video cards.&lt;br /&gt;
&lt;br /&gt;
*[VSYNC:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, when Dwarf Fortress redraws the screen it will wait for the monitor to finish it's vertical retrace. This can negatively impact your FPS if G_FPS is set high, as the game is forced to suspend calculating game frames to wait for the monitor to finish. The main reason to change this to &amp;quot;YES&amp;quot; is if tearing of the game image occurs regularly for you.&lt;br /&gt;
&lt;br /&gt;
*[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
Can be either &amp;quot;LINEAR&amp;quot; or &amp;quot;NEAREST&amp;quot;. If it is &amp;quot;NEAREST&amp;quot;, the texture values use the nearest pixel value without averaging. If it is &amp;quot;LINEAR&amp;quot;, the texture values use the average of the adjacent pixels. In terms of what the two options do to the graphics, the &amp;quot;LINEAR&amp;quot; option will appear to blur adjacent pixels and can result in a fuzzy appearance. The &amp;quot;NEAREST&amp;quot; option will produce a sharp, pixelated look but may result in images looking clipped at some different screen resolutions.&lt;br /&gt;
&lt;br /&gt;
=== FPS ===&lt;br /&gt;
*[FPS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; a FPS counter is displayed on the top left corner.&lt;br /&gt;
&lt;br /&gt;
*[FPS_CAP:100]&lt;br /&gt;
The game frames per second the game limits itself to. This changes the number of turns calculated per second, not the graphical frames displayed. If this value is 0 the FPS is uncapped.&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
The graphical frames per second the game attempts to draw. This changes the number of times Dwarf Fortress draws itself to the screen per second. Lower numbers will cause Dwarf Fortress to run faster but skip displaying more game frames between each redraw.&lt;br /&gt;
To find the number of game frames that are calculated per redraw done by Dwarf Fortress, divide the value for FPS_CAP by the value of G_FPS_CAP. In the default case, this is 100/50=2, so every second frame calculated dwarf fortress will redraw to the screen.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
*[PRIORITY:NORMAL]&lt;br /&gt;
Change this to affect the process priority of Dwarf Fortress. Higher priorities mean that Dwarf Fortress will run faster and other programs will run slower. Possible values are &amp;quot;REALTIME&amp;quot;, &amp;quot;HIGH&amp;quot;, &amp;quot;ABOVE_NORMAL&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;BELOW_NORMAL&amp;quot; and &amp;quot;IDLE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
*[ZOOM_SPEED:10]&lt;br /&gt;
How fast the game zooms. A value of 10 corresponds to increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]&lt;br /&gt;
Change this to &amp;quot;NO&amp;quot; if you want to leave save uncompressed. If &amp;quot;YES&amp;quot;, saves are compressed in the .zip format to save space.&lt;br /&gt;
&lt;br /&gt;
=== Mouse ===&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
Determines if the game accepts mouse input.&lt;br /&gt;
&lt;br /&gt;
*[MOUSE_PICTURE:NO]&lt;br /&gt;
If the game should display a picture in place of the system mouse icon. The picture lags if Dwarf Fortress is lagging.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard ===&lt;br /&gt;
*[KEY_HOLD_MS:250]&lt;br /&gt;
The number of milliseconds before holding a key causes it to be repeated.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_MS:150]&lt;br /&gt;
The number of milliseconds between consecutive repetitions of a held key.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
*[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
*[MACRO_MS:150]&lt;br /&gt;
The number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
== Settings - d_init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Save Behavior ===&lt;br /&gt;
*[AUTOSAVE:NONE]&lt;br /&gt;
When Dwarf Fortress should automatically save your game. If this is &amp;quot;NONE&amp;quot;, Dwarf Fortress never saves your game for you. Possible values are &amp;quot;NONE&amp;quot;, &amp;quot;SEASONAL&amp;quot; and &amp;quot;YEARLY&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[AUTOBACKUP:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will back up your save file each time it autosaves your game.&lt;br /&gt;
&lt;br /&gt;
*[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
If Dwarf Fortress should pause the game each time it autosaves for you.&lt;br /&gt;
&lt;br /&gt;
*[INITIAL_SAVE:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will save the game immediately after you embark.&lt;br /&gt;
&lt;br /&gt;
=== More Game Options ===&lt;br /&gt;
*[IDLERS:TOP]&lt;br /&gt;
Where to display the number of idlers. The value can be either &amp;quot;TOP&amp;quot;, &amp;quot;BOTTOM&amp;quot;, or &amp;quot;OFF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[PAUSE_ON_LOAD:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, Dwarf Fortress starts Fortress mode paused.&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
Turns on or off temperature. If temperature is off, being adjacent to lava will not cause objects (or creatures) to burn, nor will dwarves have any problems running around on top of glaciers naked if they so desire. Direct contact with lava or firebreath will still cause lots of Fun though.&lt;br /&gt;
&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
Turns on or off weather. If weather is off it will never rain or snow.&lt;br /&gt;
&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
Turns on or off the fortress mode dwarven economy.&lt;br /&gt;
&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
Turns on or off fortress mode sieges. Turning this off for your first couple of games may make the game easier to start with.&lt;br /&gt;
&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; it is possible for cave-ins to occur.&lt;br /&gt;
&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
Turns on or off strange moods and the resulting artifacts.&lt;br /&gt;
&lt;br /&gt;
*[ZERO_RENT:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit for a king.&lt;br /&gt;
&lt;br /&gt;
*[TESTING_ARENA:YES]&lt;br /&gt;
Turns on or off the testing arena.&lt;br /&gt;
&lt;br /&gt;
*[WALKING_SPREADS_SPATTER_DWF:NO]&lt;br /&gt;
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[DF2010:Fortress_mode|Fortress Mode]]. As contaminants are [[DF2010_Talk:Blood|buggy]] and can have a major negative impact on [[FPS]] in [[DF2010:Fortress_mode|Fortress Mode]], it is recommended to leave this set at &amp;quot;NO&amp;quot; for now.&lt;br /&gt;
&lt;br /&gt;
*[WALKING_SPREADS_SPATTER_ADV:YES]&lt;br /&gt;
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[DF2010:Adventure_mode|Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
The path finding costs associated with different traffic values. &lt;br /&gt;
&lt;br /&gt;
*[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; pets will not be able to be buried in coffins.&lt;br /&gt;
&lt;br /&gt;
*[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
*[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
*[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress will display the quality of items in the name. If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, inspecting engravings and artifacts in Fortress Mode will have an extended history displayed.&lt;br /&gt;
&lt;br /&gt;
*[LOG_MAP_REJECTS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will log the reason why maps were rejected during world gen in the log.txt file.&lt;br /&gt;
''Italic text''&lt;br /&gt;
&lt;br /&gt;
=== Adventure Mode ===&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
*[ADVENTURER_TRAPS:NO]&lt;br /&gt;
If you set this to &amp;quot;YES&amp;quot; your adventurer will trigger the traps of your old fortresses&lt;br /&gt;
*[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
=== Nicknames ===&lt;br /&gt;
*[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
=== Embark Options ===&lt;br /&gt;
*[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
*[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
*[EMBARK_RECTANGLE:4:4]&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
*[WOUND_COLOR_NONE:7:0:1]&lt;br /&gt;
The color of body parts when there are no recorded active wounds on the part.&lt;br /&gt;
Default = white&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MINOR:6:0:0]&lt;br /&gt;
The color of body parts when there is any damage that doesn't have functional/structural consequences (might be heavy bleeding though).&lt;br /&gt;
Default = brown&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_INHIBITED:6:0:1]&lt;br /&gt;
The color of body parts when there is any muscular, structural or functional damage without total loss.&lt;br /&gt;
Default = yellow&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_FUNCTION_LOSS:3:0:1]&lt;br /&gt;
The color of body parts when an important function of the part is completely lost, but the part is structurally sound (or at least partially intact).&lt;br /&gt;
Default = bright cyan&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_BROKEN:4:0:1]&lt;br /&gt;
The color of body parts when the part has lost all structural integrity or muscular ability.&lt;br /&gt;
Default = bright red&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MISSING:0:0:1]&lt;br /&gt;
The color of body parts when the part is completely gone.&lt;br /&gt;
Default = dark gray&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level.&lt;br /&gt;
The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;. &amp;lt;character&amp;gt; can be either an ASCII number or a character in single quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level while indoors.&lt;br /&gt;
The format is the same as for SKY above.&lt;br /&gt;
&lt;br /&gt;
*[PILLAR_TILE:'O']&lt;br /&gt;
The tile displayed for pillars. Pillars are created at the ends of strings of wall tiles.&lt;br /&gt;
&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; the ground will be varied randomly using the tiles ,.`'.&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, only the period will be used for ground tiles.&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, all engravings are displayed initially looking the same. Otherwise all engravings have a random tile given to them initially.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress displays water as numbers from 1-7 indicating depth.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Biome&amp;diff=149540</id>
		<title>v0.31:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Biome&amp;diff=149540"/>
		<updated>2011-05-23T12:55:35Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* Characteristics of biomes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:57, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant}}s, {{L|creatures|animal species}} and {{L|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves}} will find different resources depending on which biomes you select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
== Characteristics of biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of {{L|tree}}s, {{L|sand}}, certain {{L|plant}}s or {{L|animal}}s, and sometimes {{L|water}} is specific to a particular biome, and different biomes may have different stone layers containing {{L|flux}}, {{L|Fuel|coal}}, useful {{L|ore}}s, or a high chance of {{L|magma}}.  {{L|Mountain}}s have a lot of {{L|ore}}, but no {{L|soil}}.&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark {{L|location}} at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
&lt;br /&gt;
''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer {{L|forest}} will provide you with an ample supply of {{L|tree}}s, even if the rest of your plot extends into badlands and {{L|desert}}.&lt;br /&gt;
&lt;br /&gt;
All biomes also have some kind of &amp;quot;alignment&amp;quot; -- good, neutral, or evil -- and a degree of &amp;quot;savagery&amp;quot;, which essentially measures how relatively peaceful the biome is. The combination of alignment and savagery is referred to as the biome's  {{L|surroundings}}. However, a named region (which is a contiguous area of one category of biomes, such as {{L|forest}}s or {{L|wetland}}s) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have combinations of different alignments and savageries, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only {{L|ocean}}, {{L|lake}} or {{L|mountain}} biomes you will not be able to embark. The dwarves would have difficulty parking their {{L|wagon (embark)|wagon}} on water, while mountains are too barren and remote to reach.&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
*{{L|Mountain}}&lt;br /&gt;
*{{L|Glacier}}&lt;br /&gt;
*{{L|Tundra}}&lt;br /&gt;
&lt;br /&gt;
=== Wetlands ===&lt;br /&gt;
*{{L|Temperate}} Freshwater {{L|Swamp}}&lt;br /&gt;
*Temperate Saltwater Swamp&lt;br /&gt;
*Temperate Freshwater {{L|Marsh}}&lt;br /&gt;
*Temperate Saltwater Marsh&lt;br /&gt;
*{{L|Tropical}} Freshwater Swamp&lt;br /&gt;
*Tropical Saltwater Swamp&lt;br /&gt;
*Mangrove Swamp&lt;br /&gt;
*Tropical Freshwater Marsh&lt;br /&gt;
*Tropical Saltwater Marsh&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
*{{L|Taiga}}&lt;br /&gt;
*{{L|Temperate}} {{L|Coniferous forest|Coniferous Forest}}&lt;br /&gt;
*Temperate {{L|Broadleaf forest|Broadleaf Forest}}&lt;br /&gt;
*{{L|Tropical}} Coniferous Forest&lt;br /&gt;
*Tropical Dry Broadleaf Forest&lt;br /&gt;
*Tropical Moist Broadleaf Forest&lt;br /&gt;
&lt;br /&gt;
=== Plains ===&lt;br /&gt;
*{{L|Temperate}} {{L|Grassland}}&lt;br /&gt;
*Temperate {{L|Savanna}}&lt;br /&gt;
*Temperate {{L|Shrubland}}&lt;br /&gt;
*{{L|Tropical}} Grassland&lt;br /&gt;
*Tropical Savanna&lt;br /&gt;
*Tropical Shrubland&lt;br /&gt;
&lt;br /&gt;
=== Deserts ===&lt;br /&gt;
*{{L|Badlands}}&lt;br /&gt;
*{{L|Rocky wasteland|Rocky Wasteland}}&lt;br /&gt;
*{{L|Sand desert|Sand Desert}}&lt;br /&gt;
&lt;br /&gt;
=== {{L|Ocean}}s ===&lt;br /&gt;
*Tropical Ocean&lt;br /&gt;
*Temperate Ocean&lt;br /&gt;
*Arctic Ocean&lt;br /&gt;
&lt;br /&gt;
=== Murky {{L|Pool}}s ===&lt;br /&gt;
*{{L|Temperate}} Freshwater Pool&lt;br /&gt;
*Temperate Brackish Pool&lt;br /&gt;
*Temperate Saltwater Pool&lt;br /&gt;
*{{L|Tropical}} Freshwater Pool&lt;br /&gt;
*Tropical Brackish Pool&lt;br /&gt;
*Tropical Saltwater Pool&lt;br /&gt;
&lt;br /&gt;
=== {{L|Lake}}s ===&lt;br /&gt;
*{{L|Temperate}} Freshwater Lake&lt;br /&gt;
*Temperate Brackish Lake&lt;br /&gt;
*Temperate Saltwater Lake&lt;br /&gt;
*{{L|Tropical}} Freshwater Lake&lt;br /&gt;
*Tropical Brackish Lake&lt;br /&gt;
*Tropical Saltwater Lake&lt;br /&gt;
&lt;br /&gt;
=== {{L|River}}s ===&lt;br /&gt;
*{{L|Temperate}} Freshwater River&lt;br /&gt;
*Temperate Brackish River&lt;br /&gt;
*Temperate Saltwater River&lt;br /&gt;
*{{L|Tropical}} Freshwater River&lt;br /&gt;
*Tropical Brackish River&lt;br /&gt;
*Tropical Saltwater River&lt;br /&gt;
&lt;br /&gt;
=== Underground ===&lt;br /&gt;
* Subterranean Water&lt;br /&gt;
* Subterranean Chasm&lt;br /&gt;
* Subterranean Magma&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
Certain creatures and plants use special biome tokens to encompass several similar environments.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Not Freezing&amp;quot; includes all land biomes excluding mountains, glaciers, and tundras.&lt;br /&gt;
* &amp;quot;Any Temperate Broadleaf&amp;quot; includes temperate broadleaf forests as well as grasslands, savannas, shrublands, swamps, and marshes.&lt;br /&gt;
* &amp;quot;Any Tropical Broadleaf&amp;quot; includes tropical dry/moist broadleaf forests as well as grasslands, savannas, shrublands, swamps (including Mangrove), and marshes.&lt;br /&gt;
&lt;br /&gt;
More information can be found in the {{L|Biome token}} list.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=149117</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=149117"/>
		<updated>2011-05-12T14:29:58Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* World Map / World Gen Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
:''You may also be like to see the [[Tileset repository]] or [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress players and modders.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ DF Map Archive] ===&lt;br /&gt;
&lt;br /&gt;
* http://mkv25.net/dfma/&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them.  &lt;br /&gt;
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website] (currently not accessible)&lt;br /&gt;
*Download from [http://dffd.wimbli.com/file.php?id=997 DF File Depot]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file, and functions as a viewer for this format.  It can also export the maps to PNG format.  &lt;br /&gt;
&lt;br /&gt;
The .fdf-map file can then be shared with your friends by uploading to the [http://mkv25.net/dfma/ DF Map Archive] that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007.  The web site is currently not accessible.  Extract from the website :&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile.  What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further.  The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a little bit of information at the [http://dffd.wimbli.com/file.php?id=997 DF File Depot] page, where the compressor can be downloaded:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;It requires either .NET 2.0 or newer (If you have Windows Vista, you already have this, if not, you might need to get it), or if you're on Linux or a Mac or other non-Windows OS, requires Mono.&lt;br /&gt;
* .NET 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&lt;br /&gt;
* Mono: http://www.mono-project.com/&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get it working on OSX, according to [http://www.bay12forums.com/smf/index.php?topic=64174.msg1511109#msg1511109 this forum post]:&lt;br /&gt;
:1. [http://www.go-mono.com/mono-downloads/ download the Mono Framework] and install it.  If you're on a modern Mac, you want the [http://ftp.novell.com/pub/mono/archive/2.8.1/macos-10-x86/3/MonoFramework-2.8.1_3.macos10.novell.x86.dmg latest Intel version], which requires OSX 10.5 or 10.6.  [http://www.mono-project.com/OldReleases Older versions are available] but no longer supported.&lt;br /&gt;
:2. export your map from Dwarf Fortress (Esc -&amp;gt; Export Local Image)&lt;br /&gt;
:3. download the [http://dffd.wimbli.com/file.php?id=997 DF Map Compressor from the DF File Depot].&lt;br /&gt;
:4. open the terminal, navigate to the DF Map Compressor folder and type:&lt;br /&gt;
 mono DwarfFortressMapCompressor.3.3.4.exe&lt;br /&gt;
:5. WAIT a bit for the DF Map Compressor windows to appear (''I almost thought it had crashed, it's rather slow'')&lt;br /&gt;
:6. follow the on screen instructions&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense is now in version 2.3 Slate, supports v0.31.21 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.3.zip Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
It is possible to get a quick working version of Stonesense for versions up to v0.31.21, without compiling the SVN development version (or downloading the new non SVN version), by downloading the updated [http://stonesense.googlecode.com/svn/trunk/Memory.xml Memory.xml] and overwriting the file of the same name in the base directory of Stonesense 2.2. If (and only if), this does not work, download and replace [http://stonesense.googlecode.com/svn/trunk/dfhack.dll dfhack.dll]. If it still doesn't work, replace [http://stonesense.googlecode.com/svn/trunk/stonesense.exe stonesense.exe]. If it displays a problem with missing dlls, download these .dll files [http://stonesense.googlecode.com/svn/trunk/allegro-5.0.dll 1], [http://stonesense.googlecode.com/svn/trunk/allegro_dialog-5.0.dll 2], [http://stonesense.googlecode.com/svn/trunk/allegro_font-5.0.dll 3], [http://stonesense.googlecode.com/svn/trunk/allegro_image-5.0.dll 4], [http://stonesense.googlecode.com/svn/trunk/allegro_primitives-5.0.dll 5], [http://stonesense.googlecode.com/svn/trunk/allegro_ttf-5.0.dll 6] and place them in the Stonesense base directory.&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Overseer|Fortress Overseer]] ===&lt;br /&gt;
''by thewonderidiot and sexymustard''&lt;br /&gt;
&lt;br /&gt;
Overseer is a full 3D visualizer for DF2010 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=2922 here].&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], download at [http://df.zweistein.cz/soundsense/ homepage].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Utility:Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.10 is out (March 15, 2011). This version supports DF builds up to 0.31.21&amp;lt;!--, although information on patches for newer versions can be found below--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': This project is currently seeking a new maintainer.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.&lt;br /&gt;
N.B. Dwarftherapist appears to be automatically updating; 0.6.9 updated automatically from 0.31.19 to 0.31.21 on Windows SDL.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.9 is out for Windows, currently supporting 0.31.21. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. Releases support versions up through 0.31.25 (as of April, 2011).  Runs on both Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
Use like this:&lt;br /&gt;
&lt;br /&gt;
game: place 'k' cursor on the tile or on the upper left corner of the area to manipulate.&lt;br /&gt;
&lt;br /&gt;
tool: enter 'range' in the tool and specify width and height of the rectangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- remove water&lt;br /&gt;
&lt;br /&gt;
'w'&lt;br /&gt;
'0'&lt;br /&gt;
's-'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- create obsidian wall (only works for a single tile, even if a range is specified)&lt;br /&gt;
&lt;br /&gt;
'o'&lt;br /&gt;
'1'&lt;br /&gt;
's.'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
note that previously existing water or magma still stays at this spot.&lt;br /&gt;
&lt;br /&gt;
- create magma&lt;br /&gt;
&lt;br /&gt;
'm'&lt;br /&gt;
'7'&lt;br /&gt;
's+'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Pauses the game and reveals the whole map, then unreveals it afterwards (unless you press Ctrl+C). Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Also see [[Quickfort Community Blueprints]].&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===&lt;br /&gt;
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.irritablegourmet.com/dwarf/index.htm Quickfort Mapping Tool] ===&lt;br /&gt;
Quickfort Mapping Tool is a simple to use web app for creating Quickfort blueprints graphically.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===&lt;br /&gt;
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.&lt;br /&gt;
Alternatively, you can use this 20-line perl script: http://github.com/rofl0r/df-mayday/blob/master/charfix.pl&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Raw tile selector]] ===&lt;br /&gt;
&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2113 Download]&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== Raw tile merger ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2178 Download]&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 Map Maker] ===&lt;br /&gt;
Tool to create realistic-looking fantasy maps out ouf worldgen export. [http://dffd.wimbli.com/file.php?id=4359 download link]&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
=== [http://kmkeen.com/df2ttf/ df2ttf] ===&lt;br /&gt;
df2ttf allows you to convert any Dwarf Fortress tileset (png or bmp) into a TrueType Font equivalent. It's great for running Dwarf Fortress in ncurses mode.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=4238 Dwarven Guidance Counselor] ===&lt;br /&gt;
The Dwarven Guidance Counselor is a JavaScript/HTML page that lets you input a dwarf's attributes and traits, and gives an estimate of how well that dwarf will serve in a particular job.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59026.0 Lazy Newb Pack] ===&lt;br /&gt;
Everything you could possible ever need all in one handy program. It includes graphics packs, DF Hack tools, StoneSense, and much more.&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_location&amp;diff=148746</id>
		<title>v0.31:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_location&amp;diff=148746"/>
		<updated>2011-05-06T11:02:49Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
Searching for a good '''location''' for your fortress is extremely important. If you neglect this you may find your {{L|dwarves}} dying off &lt;br /&gt;
from dehydration, starvation or the other dangers that lurk about. &lt;br /&gt;
&lt;br /&gt;
''An ideal location includes'':&lt;br /&gt;
* A location that lacks an {{L|aquifer}}. (If the location is freezing, it may not matter, and perhaps even be useful)&lt;br /&gt;
* A '''fresh''' water source like {{L|stream}} or {{L|river}}.&lt;br /&gt;
* A {{L|Climate|temperature}} that isn't extremely hot or cold.&lt;br /&gt;
* A Shallow and Deep Metals to provide ores.&lt;br /&gt;
* A {{L|flux}} material for making {{L|steel}}.&lt;br /&gt;
* A soil layer which acts as source of {{L|sand}} to enable {{L|glass industry}}.&lt;br /&gt;
* A soil layer which acts as source of {{L|clay}} to enable {{L|ceramic industry}}.&lt;br /&gt;
* A non-evil biome.&lt;br /&gt;
* An area with an abundance of {{L|tree}}s.&lt;br /&gt;
&lt;br /&gt;
Depending on what type of fortress you are trying to build, you can choose a wide variety of locations.&lt;br /&gt;
&lt;br /&gt;
For example a location with a {{L|volcano}} is good if you don't want to pump {{L|magma}} to the surface, but still want to use it in constructions. Streams are good for generating power. Aquifers present problems for some people, but others utilize them. Freezing temperatures allow for water {{L|trap}}s to be used creatively. Likewise, in scorching environments, uncovering water will result in fast evaporation for creative entrances and traps. &lt;br /&gt;
&lt;br /&gt;
Before you choose a location, remember that: with the new versions all layers have {{L|magma sea|magma}} and many have {{L|cavern|underground water}}.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Using_bins_and_barrels&amp;diff=148573</id>
		<title>v0.31:Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Using_bins_and_barrels&amp;diff=148573"/>
		<updated>2011-05-03T07:45:22Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:26, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [59]≡) of items occupies one space of {{L|stockpile}} room. You can consolidate stockpile space by building {{L|bin}}s and {{L|barrel}}s that can hold many items at once. Barrels store and preserve {{L|food}} and {{L|alcohol}}; bins can store many types of smaller items, such as {{L|trade good|finished goods}}, {{L|metal}} {{L|bar}}s, {{L|ammo}}, or {{L|gem}}s. Building a steady supply of {{L|container}}s helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
==Food Storage==&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing seeds is that {{L|bag}}s are required to put seeds in. These bags will then be placed inside the barrel. Otherwise, the dwarves'll end up with one seed per tile - quite inefficient![http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/{{L|Block}}, ammo, gems, finished goods, {{L|cloth}} and {{L|leather}} stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will claim an empty container whenever it doesn't already have one. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize. To access this stockpile feature, use the {{k|q}} menu and move to the stockpile in question.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and {{L|sweet pod|dwarven syrup}}, they do not have to be located on a {{L|furniture}} stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be. &lt;br /&gt;
&lt;br /&gt;
==Storing prepared meals without barrels==&lt;br /&gt;
&lt;br /&gt;
Fortresses often produce much more food than the population consumes. {{L|Kitchen|Lavish meals}} can combine four food stacks into one meal stack, which can easily include many (40+) individual meals. Since a stack with more than ten items will fill a barrel completely, the barrel doesn't save any space and is unavailable for booze. A solution for this is to make food stockpiles which take prepared meals only and set them to use no barrels at all {{k|q}} {{k|E}} . (With the proper labors and workshops) the dwarves will take food out of barrels, cook it into roasts, and store them in stockpiles without barrels, freeing up the barrels for other uses. e.g. [http://i.imgur.com/CVM29.jpg]&lt;br /&gt;
&lt;br /&gt;
=Barrel and bin material=&lt;br /&gt;
&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials if possible - {{L|Feather tree}} wood barrels and bins instead of lavish {{L|Platinum}} ones.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Captain&amp;diff=148493</id>
		<title>v0.31:Captain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Captain&amp;diff=148493"/>
		<updated>2011-05-02T13:40:55Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|19:59, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Captain&lt;br /&gt;
| function=&lt;br /&gt;
* Military Dwarf&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Captain is appointed noble that serves as leader of squad and is required to be able to add dwarves to squad. He can not be removed from squad/unappointed unless he is last member of it.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortress_guard&amp;diff=148492</id>
		<title>v0.31:Fortress guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortress_guard&amp;diff=148492"/>
		<updated>2011-05-02T13:35:39Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''Fortress Guard''' are a squad of military dwarves who take care of {{l|justice}} within a fort.  Headed by the {{l|Captain of the guard}}, they are otherwise identical to your standard military {{l|squad}}s, and can be treated as such.&lt;br /&gt;
&lt;br /&gt;
== Selecting Guards ==&lt;br /&gt;
&lt;br /&gt;
As this squad will be used to enforce justice and deliver beatings, it is good idea to selected dwarves that are weak and unskilled in offensive combat. Basically, exact opposite of good candidate for proper military squad.&lt;br /&gt;
&lt;br /&gt;
== Equipping guards ==&lt;br /&gt;
&lt;br /&gt;
It is important to equip dwarves with weapons as unarmed guarddwarf can easily kill peasant by suffocating him.&lt;br /&gt;
&lt;br /&gt;
Training weapons or adamantine hammers along with no-quality wooden shields from light material like feather tree wood solver this, but also make guards mere meatshields that can't deliver killing blow when attempting to use them to fight-off invaders.&lt;br /&gt;
&lt;br /&gt;
Compromise is to give guards {{L|Feather tree}} wood (or {{L|cedar}} as seccond best) {{L|crossbow}}s as they will use them to deliver justice beating in melee but pincushion invaders with masterwork steel bolts.&lt;br /&gt;
&lt;br /&gt;
== Guardhouse ==&lt;br /&gt;
&lt;br /&gt;
Guards will train in {{L|barracks}} as any other squad, so it might be wise not to assign barracks to this squad.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Room&amp;diff=148268</id>
		<title>v0.31:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Room&amp;diff=148268"/>
		<updated>2011-05-01T09:37:59Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
== What is a room? == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The answer is not as obvious as it seems. A chamber with a {{L|bed}} in it is not yet a {{L|bedroom}}; you have to select the {{L|bed}} and ''define'' a bedroom from it. The functional room, as the game understands it, is not defined by {{L|wall}}s and {{L|door}}s; it is a {{L|zone}} extending out from a piece of {{L|furniture}} (in our example, the bed) that defines the room, created when the room is ''defined from'' that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's {{L|value}} and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.&lt;br /&gt;
 &lt;br /&gt;
Rooms can also be assigned to specific {{L|dwarves}} (to satisfy a {{L|noble|noble's}} requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the {{L|economy}} starts, dwarves will have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Creating rooms == &lt;br /&gt;
&lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a {{L|table}} or {{L|bed}}. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external {{L|door}}s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. &lt;br /&gt;
&lt;br /&gt;
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to &amp;quot;internal&amp;quot; in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries. &lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal {{L|dining room}} is defined from one table -- just give the room a large enough radius to cover the whole space. &lt;br /&gt;
&lt;br /&gt;
Rooms can not span z-levels; when you define a room it can only be on a single level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms. A communal {{L|dining room}} and a communal {{L|dormitory}} is enough for the general populace, though making the communal dining room high quality and giving them individual quarters will give them happy {{L|thoughts}}, helping to avoid {{L|tantrum}}s.&lt;br /&gt;
&lt;br /&gt;
{{L|Nobles}}, on the other hand, require rooms of a minimal quality, containing a minimum number of {{L|Furniture}}.  Not meeting their demands will make them {{L|thoughts|unhappy}}, and also make them not function at their full capacity.&lt;br /&gt;
&lt;br /&gt;
Room quality is determined by the total value of the room's floor and adjacent walls, plus the value of any furniture or other constructions in room.&lt;br /&gt;
&lt;br /&gt;
Room quality levels can be viewed through the View Rooms/Buildings keyboard control.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing room value ==&lt;br /&gt;
&lt;br /&gt;
Making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable {{L|stone}} like {{L|limestone}} or {{L|obsidian}} (to make a ''really'' valuable room, put it in a mined out {{L|magnetite}} cluster) or keep eye on {{L|gem}} clusters.  Once a room has been mined out, its value can be increased by {{L|smoothing}} and {{L|engraving}} the floor and walls.&lt;br /&gt;
&lt;br /&gt;
Afterwards, placing valuable furniture (Preferably {{L|encrust}}ed with gems or {{L|artifact}} quality) of is option for increasing value, but not the only one as you are not limited to using artifact furniture as artifacts can be used to build variety of constructions that count for room value:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Building&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
| Barrel&lt;br /&gt;
| {{L|Dyer's_shop}}&lt;br /&gt;
|-&lt;br /&gt;
| Bucket&lt;br /&gt;
| {{L|Dyer's_shop}}&lt;br /&gt;
|-&lt;br /&gt;
| Anvil&lt;br /&gt;
| {{L|Forge}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other than artifact abuse, {{L|weapon trap}}s are excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus mechanism, all of which can be encrusted with gems.&lt;br /&gt;
&lt;br /&gt;
{{L|Lever}} has special feature of allowing to stack infinite amount of {{L|mechanism}}s that count towards room value at single tile: Simply link lever to decustructable building such as chage and pull it - one of mechanisms used for link will remain in lever. You can repeat as many times as you can till you increase room value to desired levels.&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=120827</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=120827"/>
		<updated>2010-07-07T09:40:16Z</updated>

		<summary type="html">&lt;p&gt;Zwei: /* &amp;quot;Prepare for the Journey Carefully&amp;quot; */  reorganized, removed redundant information, clenaed up and added rust/migrants considerations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
But one thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items.  There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.&lt;br /&gt;
&lt;br /&gt;
Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.&lt;br /&gt;
&lt;br /&gt;
So while suggestions can be made, and new ideas presented for your consideration, ultimately the final &amp;quot;best&amp;quot; mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding &amp;quot;everything&amp;quot;, some decisions will just have to be guesswork - and even later you never know &amp;quot;everything&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful.  Along with this is player preferences - if you wish an economy based on {{l|prepared meal}}s, {{l|glass}}, or {{l|steel}}, each of those have very different requirements.  Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect {{l|mega construction}}.  &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  With 7 starting dwarves, you could take no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something in between the last two, but closer to that last.  &lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of &amp;quot;head start&amp;quot; they have, what they are good at when they first hit the ground.  See {{l|experience}} for a discussion of increasing skills during game play.&lt;br /&gt;
&lt;br /&gt;
The considerations are several:&lt;br /&gt;
&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* &amp;amp; most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
While there are some arguable &amp;quot;no-brainer&amp;quot; choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to.  And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled {{l|leatherworker}} and/or {{l|bone carver}} is one way to go with (part of) a starting build.  Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - {{l|Losing|losing is fun}}.&lt;br /&gt;
&lt;br /&gt;
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
The starting items are what is needed for your dwarves to survive until they are self-sufficient, or at least until the first yearly {{l|caravan}}s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.&lt;br /&gt;
&lt;br /&gt;
A dwarf eats about 2 meals a season, and drinks a little more than 4 drinks in that same time. If you add your expected {{L|migrant}}s, multiply that by the number of seasons, you can estimate how much food and booze will be needed to get you safely through to the first {{L|caravan}} - barring {{L|losing|the unforeseen}}.  In your starting build, you can bring all of that, or your {{l|hunter}}s, {{l|Plant gathering|plant gatherers}}, {{l|fisherdwarf}}s, {{l|grower}}s and {{l|brewer}}s can provide some or most of it.  &lt;br /&gt;
&lt;br /&gt;
Similarly, most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe a (cheap?) axe* or two for better defense and cutting wood, thread, cloth or a rope for a {{l|well}}, maybe a few leather to make bags, and call it good.&lt;br /&gt;
&lt;br /&gt;
:''(* &amp;quot;Wooden practice axes&amp;quot; cost only 17P, and cut down wood just fine. They will be significantly weaker than metal axes in combat, but still far superior to {{L|wrestling}}, and you can {{l|Make your own weapons|DIY}} quickly enough.)''&lt;br /&gt;
&lt;br /&gt;
You can produce any and all of those from scratch if you are willing to wait - and your {{l|surroundings}} don't kill you first.  Raw materials are much cheaper, in the form of {{l|ore}}s, {{l|wood}}, {{l|leather}} and so forth, but whether you want to take the time at the start of the game is the question.  The trade-off is always a balance of cost savings vs. time savings when you first strike the earth.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
====Your civilization====&lt;br /&gt;
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible {{l |Civilization}}s that your dwarves can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a {{l|location}}. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at {{l|war}} with one of the neighbours; This results in early attacks on your fort and, obviously, no trade {{l|caravan}}s from them.&lt;br /&gt;
&lt;br /&gt;
If you don't like the civilization you chose, or wish to compare what each has to offer, you must either finish the embark, &amp;quot;abandon&amp;quot; the fortress and then re-embark in the same location (using a '''saved''' copy of the game world!), or use {{k|Ctl}}+{{k|Alt}}+{{k|Del}} (or the equiv for your OS), shut down the game and restart it from scratch, then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a pain, no doubt.  &lt;br /&gt;
&lt;br /&gt;
Every such re-start gives you a different mix of dwarves with different names, {{L |attribute|attributes}}, {{L |personality|personalities}} and {{L |preferences}}, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.&lt;br /&gt;
&lt;br /&gt;
===Saving a starting mix===&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name.  In a later game, you can pick that profile when you embark.  If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the {{l|preferences}} and {{L |personality|personalities}} of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template.  &lt;br /&gt;
&lt;br /&gt;
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Play Now!&amp;quot; =&lt;br /&gt;
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved.  If you select this option, you are ''immediately'' advanced to the game map with no chance to alter your starting skills or items.  &lt;br /&gt;
&lt;br /&gt;
When you pick this option, you currently{{version|0.31.01}} start with:&lt;br /&gt;
&lt;br /&gt;
'''Dwarves'''&lt;br /&gt;
:* Adequate {{l|Miner}} (+2 {{l|Experience|skill levels}}) &lt;br /&gt;
:* Novice {{l|Carpenter}}/ {{l|Bowyer}} (+1 skill level in each skill)&lt;br /&gt;
:* Novice {{l|Engraver}}/ {{l|Mason}}/ {{l|Mechanic}}/ {{l|Building designer|Building Designer}}&lt;br /&gt;
:* Novice {{l|Gem cutter|Gem Cutter}}/ {{l|Gem setter|Gem Setter}}/ {{l|Wood crafter}}/ {{l|Stone crafter}}/ {{l|Bone carver|Bone Carver}}&lt;br /&gt;
:* Novice {{l|Fisherdwarf}}&lt;br /&gt;
:* Novice {{l|Fish cleaner|Fish Cleaner}}/ {{l|Butcher}}/ {{l|Tanner}}/ {{l|Weaver}}/ {{l|Clothier}}/ {{l|Leatherworker}}&lt;br /&gt;
:And one &amp;quot;Leader&amp;quot;, with Novice in:&lt;br /&gt;
:* {{l|Wood cutter|Wood Cutter}}/ {{l|Brewer}}/ {{l|Cook}}/ {{l|Grower}}/ {{l|Herbalist}}/ {{l|Wood burner|Wood Burner}}/ {{l|Furnace operator|Furnace Operator}}/ {{l|Lye maker|Lye Maker}}/ {{l|Potash maker|Potash Maker}}&lt;br /&gt;
:''plus'' Adequate in:&lt;br /&gt;
:* {{l|Wound dresser|Wound Dresser}}, {{l|Diagnostician}}, {{l|Surgeon}}, {{l|Bone doctor|Bone Doctor}}, {{l|Suturer}}.&lt;br /&gt;
&lt;br /&gt;
:''(Note that that last dwarf has far more &amp;quot;levels&amp;quot; in starting skills (by twice!) for a single dwarf than are allowed by &amp;quot;Planning Carefully&amp;quot;, below!)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
:* 2 Copper {{l|pick}}s &lt;br /&gt;
:* 2 Copper battle {{l|axe}}s&lt;br /&gt;
:* 1 Iron {{l|anvil}} &lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 5 ''each'' {{l|seed}}s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (&amp;amp; 6 bags)&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 5 pig tail fiber thread &lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bag &lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch &lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 1 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
::''Notes:''&lt;br /&gt;
:::1. ''There are only 4 different {{L |alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)''&lt;br /&gt;
:::2. ''The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, quarry bush.''&lt;br /&gt;
:::3. ''A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. ''&lt;br /&gt;
:::4. ''All wooden items will be of 1 type of wood.''&lt;br /&gt;
&lt;br /&gt;
As a challenge for an experienced player, this is not an uncommon choice.  But even as a starting player you can do much better if you choose the &amp;quot;'''Prepare for the journey carefully'''&amp;quot; option and do just that - prepare carefully, as described below...&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Prepare for the Journey Carefully&amp;quot;=&lt;br /&gt;
Good advice.  This option allows you complete control over your starting mix of skills and beginning items.  By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the &amp;quot;Play Now&amp;quot; mix, but all are optional and can be sold back and changed according to your preferences.   Each item costs a number of &amp;quot;points&amp;quot; - you will buy ''both'' your starting items ''and'' the starting {{L |skills}} for your dwarves with one pool of combined points, 1274 total.  &lt;br /&gt;
&lt;br /&gt;
(This choice also allows you to select/create the {{l|Fortress name}} yourself, rather than have it randomly generated.)&lt;br /&gt;
&lt;br /&gt;
The point costs for the default items are listed below.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Default Items !! Cost&amp;lt;br /&amp;gt;(in &amp;quot;points&amp;quot;) !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper {{l|pick}}s  || 88 (44 each) || for {{l|mining}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper battle {{l|axe}}s || 136 (68 each) || weapons and {{l|woodcutting}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 Iron {{l|anvil}}  || 100 || required for any&amp;lt;br /&amp;gt; metal working&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  5 of each underground seed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || | 30 6*5 (1 each) || 6 free bags&lt;br /&gt;
|-&lt;br /&gt;
|  15 meat of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 fish of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 {{l|Plump helmet}}s || 60 (4 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber thread || 60 (12 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber cloth || 70 (14 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber bag || 100 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 pig tail fiber ropes || 60 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  No dogs, no cats || || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:1. There are only 4 different {{L|alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)&lt;br /&gt;
:2. The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush.&lt;br /&gt;
:3. A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. &lt;br /&gt;
:4. All wooden items will be of 1 type of wood.&lt;br /&gt;
&lt;br /&gt;
With the above items, your point pool starts at '''300''' (visible in the lower right corner).  This is not ''close'' to enough points to buy full skills for all your dwarves, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer.  There is no quick and easy solution to this, but the possible options are infinite*.  Returning all equipment is worth 1274 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an anvil is needed to do any metalworking, and in turn cannot be created without another anvil. Selling your anvil back means you will not do any metalworking at least until the Autumn {{L |caravan}}, and then only if they bring one - which they 'usually' do, but not always. Next dwarven caravan is a year after that, and so on.)''&lt;br /&gt;
&lt;br /&gt;
=====Using the menu=====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill.  When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points.  Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and &amp;quot;cost&amp;quot; is no longer a concern. All dwarves start with &amp;quot;No Skill&amp;quot; and the first additional skill level (Novice) costs 5 points.  To buy the next level would cost 6, and so on.  To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points.  &lt;br /&gt;
&lt;br /&gt;
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but is usually around 400-450+ for all 7 dwarves.&lt;br /&gt;
&lt;br /&gt;
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start. Dwarves with little experience in a skill will work slowly and ineffectively, while dwarves with higher skill work faster and/or produce a significantly higher quality product. Some skills are not used often, and/or produce no &amp;quot;quality&amp;quot; in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call. Other skills might be very easy to level and as such, investing to them is fairly pointless headstart.&lt;br /&gt;
&lt;br /&gt;
{{l|Quality}} is a central concept in the game - it affects {{l|food}}, {{l|alcohol}}, and almost anything you will have your dwarves create in the game: {{l|trading}} goods, {{l|barrel}}s, {{l|clothing}}, {{l|armor}}, {{l|furniture}}, {{l|weapon|weapons}}, and so on. Quality also has a large effect on the worth of an item while {{l|trading}}. Using and seeing high-quality items gives dwarves happy {{l|thought}}s. This tends to decrease the incidences of {{l|tantrum}}s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) {{l|administrator}} skills being only a few examples.&lt;br /&gt;
&lt;br /&gt;
==== Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).  So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start.  You could even manipulate the fortress (see {{l|challenge}}) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside)&lt;br /&gt;
*Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
* While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery, now more essential than ever since irrigating is no longer optional.&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}}&lt;br /&gt;
:{{L|Herbalist}} - Herbalism is good early source of food and more importantly, seeds you can plant in your outside farm plots.&lt;br /&gt;
* Inexperienced {{l|herbalist|herbalists}} will gather stacks of only one or two {{l|plant}}s, and often nothing at all, and inexperienced {{l|farming|farmers}} will often plant stacks of only one or two plants.  This results in a small overall output which takes many {{l|container#container|containers}} to store in, less effective {{l|food}} preparation in the {{l|kitchen}}, and more space needed for {{l|stockpiles}}.&lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - a minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).&lt;br /&gt;
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.&lt;br /&gt;
&lt;br /&gt;
Of the above, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot; starting skills for your dwarves.  &lt;br /&gt;
&lt;br /&gt;
Remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.&lt;br /&gt;
&lt;br /&gt;
Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.&lt;br /&gt;
&lt;br /&gt;
==== What considerations could inform my skill selection?====&lt;br /&gt;
&lt;br /&gt;
You will often want some optional skills, often vastly more than something as useful and desirable as even masonry.  For example, any player intending to do more than dabble in the metal industry may well want to start with multiple dwarves each highly skilled in at least one metal industry skill, especially those that produce goods with {{L|Quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
The following may influence your choices of skills:&lt;br /&gt;
&lt;br /&gt;
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact will give the dwarf a lot of experience in the used skill.  It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)&lt;br /&gt;
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several.  The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).&lt;br /&gt;
#Migrants can, and will arrive with wide selection of decently trained skills. While it is gamble, changes are pretty decent that migrants will arrive with highly trained skill that is also highly desirable and would usurp job of one of four starting ones. First few migration waves are likely to give you much better talent pool than what you can assign at embark.&lt;br /&gt;
#Skills rust if not used and they can eventually de-level. Consider that skills which you will use years after embark are going to be rusty or even deleveled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NEEDS REWRITING ONCE WE HAVE THE NEW DATA&lt;br /&gt;
&lt;br /&gt;
Another consideration are {{l|attributes}} - a dwarf with 10 skills at Novice each has 5000 {{l|Experience#Increasing skills|experience}}, or just over 2 {{l|attribute}}s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes.  One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some {{l|skills}} are highly time-consuming, and working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done.  Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those.  A highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.&lt;br /&gt;
&lt;br /&gt;
Many builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* '''Outdoors''': Woodcutter/Plant Gatherer. Add {{l|axeman|Axedwarf}} for added security. &lt;br /&gt;
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like {{l|building designer}}.&lt;br /&gt;
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.&lt;br /&gt;
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the {{l|still}}, kitchen, and indoor farms.&lt;br /&gt;
* '''Boss''': Novice {{l|Negotiator}}/Novice {{l|Judge of intent}}/Novice {{l|Appraiser}}. This guy will be your {{l|Leader}} and {{l|Trader}}; you can make him {{l|record keeper}} too (the default), at least to start with.  Combine this with a single time-intensive task such as {{l|Masonry}} and optionally turn off all hauling tasks right at the start of the game.  Or keep him a generalist, or combine with one of the other options.&lt;br /&gt;
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.&lt;br /&gt;
* '''{{l|Craftsdwarf}}''', depending on your strategy - e.g. {{l|glass}} maker, {{l|weaponsmith}} or {{l|armorsmith}}, sometimes combined with related tasks from that industry ({{l|furnace operating}}, {{l|wood burner|wood burning}}). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
Not all combinations have to &amp;quot;look right&amp;quot; together.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  &lt;br /&gt;
&lt;br /&gt;
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.&lt;br /&gt;
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.&lt;br /&gt;
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. &lt;br /&gt;
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills&lt;br /&gt;
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.&lt;br /&gt;
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.&lt;br /&gt;
&lt;br /&gt;
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.&lt;br /&gt;
&lt;br /&gt;
Combinations like these often have one {{l|moodable}} skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills for Moods ====&lt;br /&gt;
&lt;br /&gt;
{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred.  Usually this involves one &amp;quot;craft&amp;quot; skill and one &amp;quot;farmer&amp;quot; type skill, such as Armor/Cook, or Weapon/Brewer.  This can take some manipulation, and is not of primary concern to many players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Matching skills to a dwarf's personal profile=====&lt;br /&gt;
Once you have your optimal skill mix for all 7 starting dwarves, you can, if you wish, take the time to {{k|v}}iew each of your individual dwarves and match skills to their {{l|preference}}s.  This can be very advantageous: if you have a dwarf who likes {{l|steel}}, {{l|clear glass}}, {{l|crossbow}}s, {{l|siege engine}} parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, {{l|armorsmith}}, {{l|glassmaker}}, {{l|bowyer}}, or {{l|siege engineer}}).&lt;br /&gt;
&lt;br /&gt;
Likewise, if they have any obviously relevant {{l|personality}} strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some (&amp;quot;Is constantly active and energetic&amp;quot;) are a clear sign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
An experienced player can start out with no skills for their starting dwarves, 1 copper nugget and an anvil - and nothing else - and have {{l|Make_your_own_weapons#Minimalist_challenge_build|everything they need}}.  So what is &amp;quot;needed&amp;quot; is up to what you think is &amp;quot;fun&amp;quot; vs. &amp;quot;too hard&amp;quot; etc. etc. etc.&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. Unless you plan to {{l|Make your own weapons|DIY}}, you definitely need to bring one {{l|pick}} for each {{l|miner}}, and if you plan to gather wood, you need an {{l|axe}}, which will become a weapon in wartime.  Also a minimum of about 25-30* {{l|food}} and about 55-60* {{l|alcohol}}, which should get 7 dwarves through to the first {{l|caravan}} in Fall.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer.  The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives.  Hopefully you'll have some food and brewing industry going by the first, or soon after.)''&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a &amp;quot;1&amp;quot; (1, 11, 21, etc.), and alcohols in amounts ending in a &amp;quot;1&amp;quot; or &amp;quot;6&amp;quot;.  This is to maximize the number of free {{l|barrel|barrels}} you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the {{l|wood}} you need to cut and shape in the early game for beds and other necessities.  (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much {{l|cave wheat}}, starting with 1 seed and getting the free bag, and planting that one seed later and dumping the result could be worth it.) Also note that multiple types of meat taken from the same animal (warthog meat and warthog tripe, for example) will be packed into a single barrel on embark, instead of separate barrels (as of version 31.04). &lt;br /&gt;
&lt;br /&gt;
===== Items for moods =====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}) and shells ({{l|cave lobster}}, {{l|turtle}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Bringing along a few bits of cloth thread is also a good idea.  Just in case.&lt;br /&gt;
&lt;br /&gt;
===== Free Equipment =====&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather {{l|armor}}, a crossbow and some bolts for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANOTHER POINT THAT NEEDS MORE RESEARCH&lt;br /&gt;
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher.  Replace any of those skills with something civilian and they show up in street clothes.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--For DF2010&lt;br /&gt;
So far all my hunters have had no free starting gear (3 Ambush, 5 marks, 1 armor user, 1 hammer)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Different starting cultures====&lt;br /&gt;
Before actually hitting &amp;quot;embark&amp;quot;, you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour.  The only way to know which is &amp;quot;best&amp;quot; is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and  &amp;quot;abandon game&amp;quot;, and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)  In general, civilizations that occupy more world-map tiles offer more types of goods, both for embark and for trade. &amp;lt;!-- Somewhat verified on DF2010; this held true on two generated small worlds, saving a 4-tile civ that had 3 more rock types than a 5-tile civ. It seems the same as 40d. 0x517A5D --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Site considerations =&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what {{l|biome}}s, {{l|region}}s and stone {{l|layer}}s are present in your chosen embark site, as viewable on the starting menu.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. {{l|Magma}} and rare {{l|metal}}s lure settlers here, but {{l|giant eagle}}s and {{l|chasm}} dwellers are potent threats.  You'll want to include a sufficient amount non-mountainous areas in your embark area to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|Make your own weapons|DIY}} weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelyhood of an {{l|aquifer}} being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes &amp;lt;NEED NEW TIME&amp;gt; in soil, and to Legendary in less than &amp;lt;DITTO&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) {{l|biome}}s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
To use an example starting build, open data/init/embark_profiles.txt and paste the text into it. Next time you embark, the profile will appear as a possible group to take. Using embark profiles is faster than planning carefully, but totally skips dwarf personality. Dwarves are simply assigned first come, first served.&lt;br /&gt;
=== BillyBob and the Rock Nuts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-3, Engraving-2&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-2, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-4, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, Threshing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Record Keeper&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Building Designer-3, Mechanic&lt;br /&gt;
|}&lt;br /&gt;
The lumberjack is the only one that _has_ to go outside, and all the rest can work indoors. Two main sources of income are farming (Sweet Pods-&amp;gt;Dwarven Syrup) and Rock Crafting (to buy elven wood/barrels).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:BillyBob and the Rock Nuts]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:1:DETAILSTONE:3]&lt;br /&gt;
	[SKILL:1:MASONRY:2]&lt;br /&gt;
	[SKILL:2:MINING:5]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:2:CUTGEM:4]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:4]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:3]&lt;br /&gt;
	[SKILL:3:AXE:1]&lt;br /&gt;
	[SKILL:3:ARMOR:1]&lt;br /&gt;
	[SKILL:4:CARPENTRY:4]&lt;br /&gt;
	[SKILL:4:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:4:APPRAISAL:1]&lt;br /&gt;
	[SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
	[SKILL:4:LEADERSHIP:3]&lt;br /&gt;
	[SKILL:5:BREWING:5]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:6:PROCESSPLANTS:2]&lt;br /&gt;
	[SKILL:6:COOK:3]&lt;br /&gt;
	[SKILL:6:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:6:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:6:SURGERY:1]&lt;br /&gt;
	[SKILL:6:SET_BONE:1]&lt;br /&gt;
	[SKILL:6:SUTURE:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:5]&lt;br /&gt;
	[SKILL:7:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:4]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:12:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:11:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:STOMACH]&lt;br /&gt;
	[ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:2:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:SPLINT:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:CRUTCH:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:WARTHOG:MUSCLE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:1:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tatter's Ragtime Band===&lt;br /&gt;
&lt;br /&gt;
Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from &amp;quot;unskilled&amp;quot; quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.01 - 31.04.&lt;br /&gt;
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well (sending your expedition leader out to fight is near-suicidal due to the bugs that occur in versions 31.01 through .04 if he dies, but the Armor User skill will minimize that risk). As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick (the official training methods are also bugged in versions 31.01 through 31.04 and will prevent your dwarf from ever performing other tasks), until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. (Moodable skill: Mining)&lt;br /&gt;
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)&lt;br /&gt;
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)&lt;br /&gt;
*Embalmer: 5 points in Brewing, 5 points in Leatherworking. Makes leather bags and armor early in the game, alcohol later. Assign him the Tanner and Butcher labors as well, until immigrants with better skills arrive, and the Miner labor, for the reasons stated above. (Moodable skill: Leatherworker)&lt;br /&gt;
*Iron Chef: 5 points in Cooking, 5 points in Weaponsmithing. Makes the steel when he isn't making a meal. Assign him the Furnace Operator and Wood Burner labors, until immigrants with better skills arrive, and the Miner labor on general principles. If you're unlucky with immigrants, or determined to make additional forges or metal armor right away, you can give him the Armorer and Blacksmith labors as well. (Moodable skill: Weaponsmith)&lt;br /&gt;
*Architect: 5 points in Mason, 5 points in Building Designer. Unlocks all buildings from the start, and will build nice ones that improve dwarven moods. The sheer amount of construction needed to build a secure and functional initial fort quickly may make it a good idea to turn OFF all labors for the Architect except Mason and Building Designer, at least until everyone and everything is safely underground. If you ever do finish building everthing you need, give him back any labors you turned off, and add Engraver (train him by smoothing stone first) and Miner labors as well. (Moodable skill: Mason)&lt;br /&gt;
*Mech Pilot: 5 points in Mechanic, 5 points in Siege Operator. If you ever plan on using siege engines to defend your fort (and you will eventually need them when Titans and/or Demons show up), then having at least one high-skill Siege Operator is vital. Unfortunately, it can take years of practice to raise Siege Operator skill to the level you can embark with, if you're unlucky enough to only get unskilled or novice Siege Operators as immigrants. This way, you're guaranteed to have at least one good Siege Operator (assuming he's still alive) when the large-sized foes show up, and until then, you have a Mechanic that will build your best defenses against anything else. Give him the Siege Engineer labor until more skilled immigrants arrive, and the Miner labor for good measure. (Moodable skill: Mechanic)&lt;br /&gt;
Crafting and Gem Setter skills should be available through immigrants, but the Stonecraft skill can be trained up easily and cheaply from nothing by any dwarf that spends much time idle, if you absolutely must have something quickly. Fishing and Hunting can likewise usually wait until immigrants arrive with these skills. Chasing wolves around with your militia can be frustrating, but eventually one of them will make the mistake of trying to stand and fight, and even simple clothes can deflect most animals' teeth, claws, and horns (just don't go after bears without metal armor!). Note that the official method of hunting has been reported bugged in versions 31.01 through 31.03, but in 31.04 I have had no problem as long as I remember to use the Military -&amp;gt; Ammunition screen to assign bolts to the &amp;quot;Hunter&amp;quot; squad, and use the Order command to make dwarves gather dead bodies from outside.&lt;br /&gt;
&lt;br /&gt;
Recommended embark items:&lt;br /&gt;
*1+ copper picks (use any leftover embark points to buy up to 5 spares)&lt;br /&gt;
*1 iron anvil, to guarantee you can make more picks quickly.&lt;br /&gt;
*1 wooden training axe, or battle axe if the &amp;quot;training axes can chop down trees&amp;quot; exploit is ever fixed. This will keep you from being left without fuel for the forge if you run out of wood, but can be skipped if you're embarking to an area where there are no trees (or if you're going to DIY it).&lt;br /&gt;
*1+ of each type of seed, mostly for the bags, as you will probably be surface farming with gathered plants until the caravans arrive anyhow. Note that quarry bush seeds are edible, and dwarves will often consume your whole initial stockpile before you can plant them.&lt;br /&gt;
*25-30 units of meat/fish, one from each different animal or fish that is available to your culture for 2 embark points per unit. This will give you enough meat to keep your dwarves fed until the first caravan arrives, and the maximum number of free barrels as well. Meat is generally preferred by dwarves over organs that aren't prepared in a kitchen first (meaning the barrels will be empty and available for other uses faster). Note that some animals may not have meat available (vermin like cave spiders, for example), in which case organs are preferable to nothing at all.&lt;br /&gt;
*21 each of dwarven ale, dwarven beer, and dwarven rum. Dwarven wine will be produced in large quantities on site once subterranean farming is ready to grow Plump Helmets, and this should be enough alcohol to keep your dwarves happy until a caravan arrives with more if you need it.&lt;br /&gt;
*Anything else that you may need more of than the site can provide right away:&lt;br /&gt;
**Wood, if the biomes are devoid of trees (glacier, mountain, desert, etc.).&lt;br /&gt;
**Metal ore, if you have plenty of trees but may need more/better metal than you are likely to find immediately (savage/evil biomes).&lt;br /&gt;
**Metal bars, if you need metal but trees are scarce.&lt;br /&gt;
**Weapons and armor, if you are mad enough to take on a Terrifying biome.&lt;br /&gt;
**Flux stone, if you want to make steel quickly but the embark site lacks chalk, limestone, or dolomite (marble and calcite are normally only found far too deep to be of much early use).&lt;br /&gt;
**Dogs, if you want a decent &amp;quot;militia&amp;quot; fairly quickly. Build a kennel and have the Boss train them into War Dogs. One male and the rest females will produce more dogs as quickly as possible.&lt;br /&gt;
**Plaster bags, for the hospital. You can usually find some plaster-making stones on site, but turning them into bags of plaster powder for setting bones is a difficult, time consuming, and fuel burning process, until you can build magma kilns. On the other hand, if you aren't expecting serious combat before the caravans arrive, you can usually buy more than you will ever use from them fairly cheap.&lt;br /&gt;
**Sand bags, for the bags. Dump the sand, keep the bag. Only 1 point each, but you probably won't need very many bags quickly after embark, so don't go overboard.&lt;br /&gt;
**Plump Helmets, as an emergency food/alcohol supply if you anticipate problems making a subterranean farm. Buy in quantities ending in 1, for the maximum number of free barrels.&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=119995</id>
		<title>v0.31:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=119995"/>
		<updated>2010-07-02T13:08:47Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = {{L|Woodworker}}&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs {{L|axe}}}}&lt;br /&gt;
{{Quality|Exceptional|22:57, 11 June 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
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'''Wood cutter''' is the skill associated with the '''wood cutting''' {{L|labor}}. Wood cutters cut down {{L|tree}}s to create {{L|wood}} logs. Wood cutters need a {{L|battle axe}} to perform this labor.&lt;br /&gt;
&lt;br /&gt;
To designate trees to be cut, you can {{L|Designations|designate}} some trees for logging using the keys {{key|d}}-{{key|t}}, then define a rectangle using the {{k|enter}} key, as with all designations. Any trees within the rectangle will then be cut down.&lt;br /&gt;
&lt;br /&gt;
A wood cutter also requires an available {{L|axe}}.  The quality or material of the axe appears to have no effect on any aspect of wood cutting - a {{L|quality|no-quality}} {{L|copper}} axe is the same as a {{L|quality|masterwork}} {{L|steel}}, {{L|adamantine}} or even wooden {{L|Training Axe}}. (The same is not true for axes in {{L|weapon|combat}}.)&lt;br /&gt;
&lt;br /&gt;
Immigrant wood cutters will not bring an axe with them.{{verify}} (carpenters will, though){{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=119994</id>
		<title>v0.31:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=119994"/>
		<updated>2010-07-02T13:03:54Z</updated>

		<summary type="html">&lt;p&gt;Zwei: still happens in 08&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = {{L|Woodworker}}&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs {{L|axe}}}}&lt;br /&gt;
{{Quality|Exceptional|22:57, 11 June 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
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'''Wood cutter''' is the skill associated with the '''wood cutting''' {{L|labor}}. Wood cutters cut down {{L|tree}}s to create {{L|wood}} logs. Wood cutters need a {{L|battle axe}} to perform this labor.&lt;br /&gt;
&lt;br /&gt;
To designate trees to be cut, you can {{L|Designations|designate}} some trees for logging using the keys {{key|d}}-{{key|t}}, then define a rectangle using the {{k|enter}} key, as with all designations. Any trees within the rectangle will then be cut down.&lt;br /&gt;
&lt;br /&gt;
A wood cutter also requires an available {{L|axe}}.  The quality or material of the axe appears to have no effect on any aspect of wood cutting - a {{L|quality|no-quality}} {{L|copper}} axe is the same as a {{L|quality|masterwork}} {{L|steel}} or {{L|adamantine}} one.  (The same is not true for axes in {{L|weapon|combat}}.)&lt;br /&gt;
&lt;br /&gt;
Immigrant wood cutters will not bring an axe with them.{{verify}} (carpenters will, though){{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blueprint_library&amp;diff=117888</id>
		<title>Blueprint library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blueprint_library&amp;diff=117888"/>
		<updated>2010-06-10T14:33:21Z</updated>

		<summary type="html">&lt;p&gt;Zwei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Automated Desalination Plant==&lt;br /&gt;
&lt;br /&gt;
Removes salt from water, producing fresh water by pumping [[salt water]] through a [[screwpump]] to a container made of constructed walls and floors with a [[windmill]] powering the pump and ramps for easy access to water.&lt;br /&gt;
&lt;br /&gt;
Z+1:&lt;br /&gt;
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{| style=&amp;quot;border-spacing: 0; background: black; border: 2px solid black&amp;quot;&lt;br /&gt;
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| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▼|7:0:0}}&lt;br /&gt;
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| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|║|6:0:0}}&lt;br /&gt;
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| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
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|}&lt;br /&gt;
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Z0:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▲|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|╔|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|═|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|O|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|≈|1:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▲|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|║|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|÷|2:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|÷|2:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|≈|1:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▲|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|╚|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|═|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|O|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|≈|1:0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Z-1:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|≈|1:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|≈|1:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▓|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|≈|1:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Building Destroyer... Destroyer==&lt;br /&gt;
&lt;br /&gt;
Trap designed to affect [[Building destroyer]] creatures. A single [[support]] holding up a constructed floor will be destroyed by the monster, causing a [[cavein]] which will harm the creature.&lt;br /&gt;
&lt;br /&gt;
Z+1:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Z0:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|I|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gremlin Trap Variant===&lt;br /&gt;
&lt;br /&gt;
Add [[lever]] liked to [[support]]: now, gremlin foolish enough to pull this lever gets suprise.&lt;br /&gt;
&lt;br /&gt;
Alternate Z0:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|ó|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|I|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|.|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cage Trap Variant===&lt;br /&gt;
&lt;br /&gt;
Add [[cage trap]] around support. If cavein makes creature unconscious, it will be caught by cage trap even if it itself is [[trapavoid]].&lt;br /&gt;
&lt;br /&gt;
Alternate Z0:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|^|2:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|^|2:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|^|2:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|^|2:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|I|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|^|2:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|^|2:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|^|2:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|^|2:0:1}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zwei</name></author>
	</entry>
</feed>