https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Mikaka&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T12:59:57ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=User_talk:Mikaka&diff=93045User talk:Mikaka2010-04-15T06:17:24Z<p>Mikaka: /* DF2010:Refined coal */ Oops again.</p>
<hr />
<div>== Bedroom Rewrite ==<br />
<br />
Just sayin thanks for the good work on that article. --[[User:N9103|Edward]] 04:25, 12 April 2009 (UTC)<br />
<br />
:No problem. The page had absolutely no organization, and I can't abide sloppy wikis. It'd be nice to do something similar with the other rooms, which suffer from similar problems. --[[User:Mikaka|Mikaka]] 20:21, 12 April 2009 (UTC)<br />
<br />
== "Defense" rewrite ==<br />
<br />
Hey, thanks for the help! I was going to PM you and Zchris in about an hour when I had finished this final push to the layout - 4 pages total. Here's the "form letter" I posted on each discussion page. Let's keep the discussion back under the [[Talk:Fortress defense]] page, where we were talking before. I'll PM zcrhis w/ this as well once I'm done w/ the last page (Mil design). I may be ramrodding this rewrite/re-organization, but I know I've left some weak spots and would appreciate a good critique and editor(s). <br />
<br />
'''New Pages, new organization'''<br /><br />
There had been about 5-6 pages on "defense", and articles and advice on various topics<br />
were scattered and repeated across all of them. This is an effort to re-organize them<br />
into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - <br />
a General guide and overview [[Defense guide]], and 3 articles on specific design - layout<br />
and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on<br />
organizing your military ([[Military design]]).<br /><br />
Discussion from any pages removed or renamed will be placed (or linked) under one of those four.<br />
--[[User:Albedo|Albedo]] 06:21, 4 June 2009 (UTC)<br />
<br />
==[[DF2010:Refined coal]]==<br />
Brought over what information has been confirmed<br />
Where did you find references to "coal fuel"? I didn't find it where it used to be. --[[User:Albedo|Albedo]] 06:32, 5 April 2010 (UTC)<br />
<br />
:Ah, I seemed to have screwed up. Originally, if you didn't have any fuel and tried to assign a task to a smelter, you got a message "Must have coal fuel" or some such. However, that has been changed to "No tasks available. Check for raw material access and fuel if necessary". The job cancel due to lack of fuel and stock pile options remain the same, though. But since fuel is now used ingame, and is far and away the most common word used by players, perhaps we should rename the article. I'll move it over to [[DF2010:Fuel]] and rewrite the erroneous parts, unless there's some object to it being move to that name. --[[User:Mikaka|Mikaka]] 02:19, 6 April 2010 (UTC)<br />
::That was the name that I (as a newbie) had originally suggested (on those/my/[[User:VengefulDonut]]'s talk pages, or somewhere), but it was veto'd because it wasn't a "game term". (Check the 40d talk page - one of my first "re-edit/write" articles). However, now that it is used in-game, I see no problem with the move (and quite the opposite, personally). I'll take a look as well.--[[User:Albedo|Albedo]] 16:12, 6 April 2010 (UTC)<br />
<br />
On this topic, it would appear that you didn't verify everything on that page carefully enough when bringing it over - in this version, making pig iron or steel at a conventional smelter requires '''two''' units of refined coal - one to power the smelter, and another to serve as a reagent (i.e. the same one unit of coal will '''not''' serve both purposes simultaneously anymore, just as you can no longer smelt one chunk of tetrahedrite into two bars of billon); interestingly, this brings the behavior back to how it was way back in 0.23.130.23a... --[[User:Quietust|Quietust]] 23:22, 13 April 2010 (UTC)<br />
<br />
:Ah. I missed that little bit as well. I think I checked that, verfied that it needed two pieces of fuel, and then didn't fully read the bit that says in several important sentences that a single piece could fuel the job and be an ingredient. I swear on this debacle to be more careful on what I consider "verified" in the future. --[[User:Mikaka|Mikaka]] 06:17, 15 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=Template:Main&diff=92885Template:Main2010-04-14T23:30:24Z<p>Mikaka: Ah, there we go.</p>
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</noinclude></div>Mikakahttps://dwarffortresswiki.org/index.php?title=Template:Main&diff=92884Template:Main2010-04-14T23:29:42Z<p>Mikaka: Hopefully fixed extra line break....</p>
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</noinclude></div>Mikakahttps://dwarffortresswiki.org/index.php?title=Template:Main&diff=92875Template:Main2010-04-14T23:12:33Z<p>Mikaka: Hopefully fixed extra line break....</p>
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</noinclude></div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Make_your_own_weapons&diff=85768v0.31 Talk:Make your own weapons2010-04-07T01:31:39Z<p>Mikaka: /* Awkward title? */</p>
<hr />
<div>==Awkward title?==<br />
<br />
I get that this is what the 40d article was called, but wouldn't 'Forging Guide' or something similar be better? The current one is awkwardly titled and uses improper grammar anyway (Mak''ing'' your own weapons would be proper). IMO redirecting this to a new Forging Guide page would be better, and with the new version out, right now is the most appropriate time to do so. --[[User:Retro|Retro]] 01:27, 7 April 2010 (UTC)<br />
<br />
:I'm not even sure of the necessity of this article. [[DF2010:Weapon]] would probably be a better place for it. Guides should only be made if there is sufficient information that it would clog up the main page on the subject, like bedroom designs. --[[User:Mikaka|Mikaka]] 01:31, 7 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Trap_component&diff=8576140d:Trap component2010-04-07T01:26:02Z<p>Mikaka: /* Data & comparison */ Removed links which just connected back to this page, and {{l}}ed the other links.</p>
<hr />
<div>{{av}}<br />
Any [[40d:weapon|weapon]] in Fortress Mode can be placed into a [[40d:Trap#Weapon Trap|weapon trap]]. However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses). As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true "Indiana Jones" type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures. <br />
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.<br />
<br />
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.<br />
<br />
All trap component weapons can be made out of 1 [[40d:bar|bar]] of [[40d:Weapons-grade#Material_damage_modifiers|weapons-grade]] [[40d:metal|metal]]s (by a [[40d:weaponsmith|weaponsmith]]) or [[40d:glass|glass]] (by a [[40d:glassmaker|glassmaker]]), with appropriate [[40d:Weapon#Material_Damage_Effects|material modifiers]] for damage. Three can also be made out of [[40d:wood|wood]] (by a [[40d:carpenter|carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[40d:smelting|smelting]] operation going, or if you are short on metal. The [[40d:Weapon#Material_damage_modifiers|material multiplier]] for glass is the same as wood items, 50%.<br />
<br />
Trap weapons also provide the highest return of any weapon for [[40d:melt|melt]]ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training [[40d:weaponsmith|weaponsmith]]s on maps with little metal. Trap components are a separate sub-section of a [[40d:forge|forge]] menu, but are at the bottom of the general [[40d:glass furnace|glass furnace]] or [[40d:carpenter's workshop|carpenter's workshop]] menus.<br />
<br />
==The 5 trap weapons==<br />
===Menacing spike===<br />
<br />
The '''menacing spike''' deals less [[40d:damage|damage]] than other trap components when mounted in weapon traps, but can also be mounted in [[40d:Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently than do [[40d:Trap#Weapon_trap|weapon traps]]. Its high critical boost makes it a decent choice against enemies with impale-able internal organs, although the spiked ball's triple attack tends to have a higher chance to impale, despite the lower critical boost.<br />
<br />
(Because of this, a single menacing spike, often of glass or wood, is often the weapon of choice when intentionally trying to cripple a dwarf without killing them.)<br />
<br />
Menacing spikes can also be made from 1 [[40d:wood|wood]].<br />
<br />
===Large, serrated disc===<br />
A '''large, serrated disc''' deals large amounts of slashing [[40d:Weapon#Weapon Stats|damage]], and have a tendency to sever their victims' limbs. While amusing, this can create several [[40d:hauling|hauling]] tasks for [[40d:dwarves|dwarves]] as they have to move each severed [[40d:chunks|body part]] to a [[40d:butcher's shop|butcher's shop]] or [[40d:stockpile|refuse pile]]. While large serrated discs do less damage than trap components like the giant axe blade, they attack three times, giving this trap weapon the highest potential damage of any weapon that can be mounted in a [[40d:trap|trap]].<br />
<br />
===Spiked ball===<br />
While the '''spiked ball''' deals the least damage per strike of any trap weapon, it strikes three times, giving it the second highest potential damage of any trap component, almost as much as the legendary large, serrated disc. Despite the slightly lower damage threshold, the critical boost possessed by the spiked ball may make it more effective than the disc against enemies with internal organs.<br />
<br />
Spiked balls can also be made from 1 [[40d:wood|wood]].<br />
<br />
===Enormous corkscrew===<br />
<br />
'''Enormous corkscrews''' can be used as components in [[40d:Trap|Trap]]s as well as for [[40d:screw pump|screw pump]]s.<br />
<br />
While the enormous corkscrew does the least total [[40d:damage|damage]] of any trap component, it has the highest critical boost, giving it a very high chance of instantly destroying its targets' vital organs ''(~if~ they have any)'', resulting in an instant kill. Since the enormous corkscrew is needed to create [[40d:screw pump|screw pump]]s, many players recycle the corkscrews from unneeded screw pumps into serviceable weapon traps. Those interested in more lethal weapon traps should invest in some spiked balls or large, serrated discs.<br />
<br />
Enormous corkscrews can also be made from 1 [[40d:wood|wood]].<br />
<br />
===Giant axe blade===<br />
<br />
Like the large, serrated disc, the '''giant axe blade''' deals slashing damage - a lot. Giant axe blades deal more [[40d:damage|damage]] per hit than do large, serrated discs, but only strike once, compared to the disc's three attacks. Thus the large, serrated disc generally does more damage than the giant axe blade.<br />
<br />
==Data & comparison==<br />
<br />
{|cellpadding="2" border="1"<br />
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?<br />
|-<br />
| Giant axe blade || 220 || Slash || 1 || None || No<br />
|-<br />
| Enormous corkscrew&dagger; || 150 || Pierce || 1 || 2 || Yes<br />
|-<br />
| Spiked ball || 100 || Pierce || 3 || 1 || Yes<br />
|-<br />
| Large, serrated disc || 120 || Slash || 3 || None || No<br />
|-<br />
| Menacing spike&Dagger; || 150 || Pierce || 1 || 2 || Yes<br />
|-<br />
| colspan=6 | &dagger; ''This trap component is a screw and can also be used in {{l|screw pump|screw pump}}s.'' <br> &Dagger; ''This trap component is a spike and can also be used in {{l|Trap#Upright_Spear/Spike|upright spike traps}}.''<br />
|-<br />
|}<br />
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''<br />
<br />
----<br />
'''See also:'''<br />
:*{{l|Weapon}}<br />
:*{{l|Trap}}<br />
:*{{l|Weapon#Material damage modifiers|Damage modifiers by material}}<br />
:*{{l|Weapon#Item_quality|Damage modifiers by item quality}}<br />
<br />
[[Category:Weapons]]<br />
[[Category:Items]]<br />
[[Category:Traps]]<br />
<br />
<!--<br />
SOMEONE WENT TO THE TROUBLE OF SPLITTING THE COMBINED CHART INTO 5 SEPARATE WEAPON TABLES FOR THE PREVIOUS 5 INDIVIDUAL ARTICLES - THESE ARE THOSE:<br />
<br />
<br />
'''These have been taken from raw/objects/item_trapcomp.txt:'''<br />
{|cellpadding="2" border="1"<br />
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?<br />
|-<br />
| {{subst:subl|Menacing spike}}&Dagger; || 150&dagger; || Pierce || 1 || 2 || Yes<br />
|-<br />
| colspan=6 | &dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''<br />
&Dagger; ''This trap component is a spike and can also be used in upright spike traps.''<br />
|-<br />
|}<br />
<br />
<br />
'''These have been taken from raw/objects/item_trapcomp.txt:'''<br />
{|cellpadding="2" border="1"<br />
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?<br />
|-<br />
| '''Large, serrated disc''' || 120&dagger; || Slash || 3 || None || No<br />
|-<br />
| colspan=6 | &dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''<br />
|-<br />
|}<br />
<br />
<br />
'''These have been taken from raw/objects/item_trapcomp.txt:'''<br />
{|cellpadding="2" border="1"<br />
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?<br />
|-<br />
| '''Spiked Ball''' || 100&dagger; || Pierce || 3 || 1 || Yes<br />
|-<br />
| colspan=6 | &dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''<br />
|-<br />
|}<br />
<br />
<br />
'''These have been taken from raw/objects/item_trapcomp.txt:'''<br />
{|cellpadding="2" border="1"<br />
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?<br />
|-<br />
| '''Enormous corkscrew''' || 100&dagger; || Pierce || 1 || 2 || Yes<br />
|-<br />
| colspan=6 | &dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''<br />
|-<br />
|}<br />
<br />
<br />
'''These have been taken from raw/objects/item_trapcomp.txt:'''<br />
{|cellpadding="2" border="1"<br />
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?<br />
|-<br />
| '''Giant axe blade''' || 220&dagger; || Slash || 1 || None || No<br />
|-<br />
| colspan=6 | &dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''<br />
|-<br />
|}<br />
<br />
--></div>Mikakahttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&diff=85607Dwarf Fortress Wiki talk:Manual of Style2010-04-06T21:43:44Z<p>Mikaka: /* in-article Capitalization */</p>
<hr />
<div>Discuss points of style, a few "threads" have been started to hit on some major issues. Please feel free to add new topics.<br />
:Links to those threads would be helpful, since you're apparently referring to pre-existing discussions.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)<br />
<br />
== Spelling ==<br />
Do we use British or American spellings? Whichever we use, we should at the least be consistent. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)<br />
:No, we shouldn't. This is neither a specifically British nor American game, it's an ''international'' game and so an international site. The ''only'' time such spelling needs be consistent is when it matches (or conflicts with) a game-term, or such that it's consistent within a single page. <br />
<br />
:I don't feel it's the job of the Admin to tell users to read and write either American or British exclusively, and thus alienate the other to any degree (however unintentionally that may be!). Quite the opposite, we should welcome all - [[Dwarf_Fortress_Wiki:Community_Portal#X|X is for Xeniality]]! More, it's no editor's job either - as that can lead to cultural edit wars and just plain, dull petty jingoism. I know that color and colour, flavour and flavor, and all the rest are the same - it's a wide, wide web - it's time we all get used to it. ; ) --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)<br />
:By consistency, I was referring to how the game uses Armor, thus we probably shouldn't use Armour. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 05:47, 3 April 2010 (UTC)<br />
<br />
== Repetitive Intensifiers ==<br />
Does "very, very yellow" offer any useful information over "very yellow"? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)<br />
:Does asking this question offer any, any useful information over not asking? A rather specific question for a "Manual of Style", especially without a specific reference or more general point to be made. But I would hazard the guess that that particular editor found that particular phrasing both useful and mildly entertaining in that context - this wiki is not as sterile as some, nor as formal.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)<br />
::These questions were mainly a starting point, to give people an idea of the sort of things that we mean when we say 'style'. And you're right, it is very specific, but I think it's a decent thing to consider, along with the use of 'literally' as a generic intensifier, etc... [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 05:52, 3 April 2010 (UTC)<br />
:::I know what you're saying, but to try to regulate such would be a literally endless deathmarch. "Style" is personal, and some works and some doesn't, and some very cludgey stuff works when it shouldn't. I have a very wordy style, others have a very pithy, terse one, and neither is better or more or less "appropriate". Any literally unclear or broken usage will get cleaned up on its own without our enforcement, but very, very personal style should simply be overlooked so long as it works in context. (We have better things to do, really!) ; D --[[User:Albedo|Albedo]] 06:01, 3 April 2010 (UTC)<br />
::::Well, not right now I don't, EmiBot's current tagging job is going to take all night I think. She has to go to each page, load every link until she reaches a no page exception and then tag the page. She'll end up loading lots of pages per each actual page processed. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 06:06, 3 April 2010 (UTC)<br />
<br />
== Humor ==<br />
Does humor belong in informative articles? Where is humor acceptable? Is humor (or "humorous prose") within an article like [[40d:carp]] useful, or does it only serve to confuse and make solid information harder to find? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)<br />
:Yes, depending. So long as the humour is ''either'' separate or clearly a side-product, it's fine. When a user decides to rewrite an article as their own stand-up routine, that's usually not acceptable. Adding the '''<nowiki>{{D for Dwarf}}</nowiki>''' template above a comedic rant is often acceptable, but not if the sole purpose seems to be for the amusement of the editor, rather than the reader, or if it's just not relevant. In the end, it's no diff than any other edit - some efforts are generally appreciated and accepted, and some are just "wrong-o".<br />
<br />
:In short, you can't define it, you can only know it when you see it. But Carp, in specific, have a long and highly honoured history in DF culture. And cheese. And fire, and magma, and beards, and microcline, and elephants, and cats, and migrants, and nobles, and losing, and... --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)<br />
::I know that all those things have such a history, but if you're a new player reading the article on carp, you are very likely to be confused and come out unsure of what was solid info and what was hyperbole, or comedic. I think in general, the sort of stuff {{tl|D for Dwarf}} describes is what shouldn't be in informative articles, or at least not such a broad marking -- perhaps it would be better used in sections rather than at the top of an article like it often is placed? [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 05:56, 3 April 2010 (UTC)<br />
<br />
:::Actually, the current community standards suggest that "Wit" be kept to a minimum. Missed that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)<br />
::It should be fairly easy to distinguish fact from hyperbole/rant etc. if you use the '''<nowiki>{{D for Dwarf}}</nowiki>''' tag correctly though, for example, adding the 'humorous'<!--SPELLING?--> bit at the bottom of a page, preceded by the tag. If used correctly, I believe it's acceptable. I started playing after the carp days, and still found those types of articles hilarious. --[[User:Ramperkash|Ramperkash]]<br />
<br />
== Page Format ==<br />
We should have some sort of general format for pages, so that like-information appears consistently in the same spots on different pages. This might be a little harder to figure out. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)<br />
:We currently do within like pages. Every creature, every stone, every workshop, every skill... um... pro'ly some other stuff, is parallel. Truly parallel items ( [[40d:armor piece]], [[40d:trade good]]s ) are grouped under a single umbrella article, and some (like [[40d:gem]]) even listed in a table. If an editor gets excited and confident, they can suggest/establish a format for a new category of page. But a stone and a workshop do not have the same sort of information that needs to be communicated, so trying to establish a single format for all seems counter-productive. <br />
<br />
:When formating a page, you want:<br />
:* A clear Intro (if the article is long).<br />
:* '''Bold key words''' - anything that redirects to that article should be clearly noticeable early in the article. If in a lower section, mention it and add an internal subsection link.<br />
:* Use a Table of Contents if necessary<br />
:* Use graphics - tables, images, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.)<br />
:: --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)<br />
<br />
== Image Use ==<br />
Where should we use images, and how should we include them (where on a page)? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)<br />
:Wherever they are helpful, and however they look best. Again, no single rule fits all. On the right, usually (but not always), and matched up with relevant text as much as possible. Thumbnailed down to a reasonable size (big enough to be visible/useful - if still too big, then that requires either a new pic or a text that encourages the user to "click to expand"). <br />
<br />
:The guidelines for image use are simple:<br />
:* Use .PNG format.<br />
:* Use one of the default graphics packages, the tileset or ascii. ''(Note that the Mayday download is NOT one of these!)''<br />
:* Use the default [[colour scheme]].<br />
:* Make it look good.<br />
:* No copyrighted material, etc etc.<br />
:That's it.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)<br />
<br />
::No copyrighted material, is a hard thing to do though. Because in theory, any screenshots of the game are considered copyrighted, or are at the very least, in a very gray zone. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 05:53, 3 April 2010 (UTC)<br />
<br />
:::I assume it means no material that cannot be freely reproduced, i.e, either you own the copyright or it is under a creative commons license, etc. --[[User:Bombcar|Bombcar]] 20:11, 3 April 2010 (UTC)<br />
::::Let's please NOT get into an amateur discussion of copyright laws. Put 50 experienced copyright lawyers in a room, and you'll have ''more'' than 50 opinions on what the law actually states for any particular situation - and we're amateurs, and from different nations with diff laws, and this is international and national issues. Common practice is that screenshots are kosher on this wiki. And we can leave it at that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)<br />
<br />
== Handling template breaking of redirects? ==<br />
<br />
<s>How do we want to handle this? For example, {{L|Furnace Operator}} doesn't work; nor does {{L|pearlash}} - you have to use {{L|ash|pearlash}} to get it to go to the right place. Note that these examples don't work on this page; see [[40d:kiln]] for examples.</s> --[[User:Bombcar|Bombcar]] 17:56, 3 April 2010 (UTC)<br />
:''(This is not a style question - reposting on Current Events.)''--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)<br />
<br />
== Vanity articles ==<br />
<br />
What to do about pages like [[Asax|this]], which have no value to the game or to any other player, only to the one player (or a very few at most)? Almost like a [[bloodline]] page. On one hand, not hurting anything, ''and'' it's good practice if that editor ever wants to actually contribute something, you know, "useful". But on the other, it is hurting, because it's more bandwidth for the next version change. Meh. Maybe just not worth the trouble to worry about either way, cost/benefit-wise. Thoughts?--[[User:Albedo|Albedo]] 01:16, 5 April 2010 (UTC)<br />
:I was actually thinking about this the other day but didn't know where to discuss it. I'm all for a Community Legends category or something similar, as I believe there's a [[Cacame_Awemedinade|Cacame]] page, [[Tholtig]], [[Morul]], and I imagine Ironblood or Nist Akath will get their own page sooner or later considering their massive reputation. Obviously we'd have to watch for people arbitrarily adding tons of stuff, but I'm certainly not against it so long as it's patrolled and kept 'rare' so to speak. --[[User:Retro|Retro]] 01:33, 5 April 2010 (UTC)<br />
:Oh, and for reference, the Asax page spawned from [http://www.bay12games.com/forum/index.php?topic=52295.90 here]. --[[User:Retro|Retro]] 01:42, 5 April 2010 (UTC)<br />
::This page exists and can exist for the same reason that [[Boatmurdered]] can have a page. The community decides that some things are epic - those things become community lore and thus part of the meta-game. This is the kind of thing that the D is for Dwarf tag is for. (Also, no extra bandwidth because he should remain unversioned, and thus never need to be moved). --[[User:Squirrelloid|Squirrelloid]] 02:29, 5 April 2010 (UTC)<br />
:::While there's nothing inherently unacceptable about vanity articles, and the occasional well written vanity article now and then can be a good thing (within reason), well... the Asax article in particular is just not very good. There's nothing there that's extraordinarily interesting, and there's certainly no actual content worthy of including on the wiki. It needs to be either significantly expanded (if there even is any more material to expand it with - I've not yet read the forum thread), or else deleted entirely. And I'm leaning distinctly towards the latter, as it stands. This article feels to me like the aforementioned "arbitrarily adding tons of stuff", and that's certainly not something to be encouraged. --[[User:Morlark|Morlark]] 09:04, 6 April 2010 (UTC)<br />
Well, it seems these are natural expansions from the [[forums]] - an area that I've largely dropped due to time constraints, and so remain (blissfully?) ignorant of. And even then, some of the subforums were always of far less interest than others for me, or for any reader. Unfortunately, there is no fair-handed way to legislate what is "interesting" and what is not. When [[planepacked]] hit the wiki, I was bored beyond description - someone had a glitch in their game (or maybe abused the hell out an exploit for personal bragging rights), so effin what?! But here we are. So, looks like they stay, and the only option is to add <nowiki>{{D for Dwarf}}</nowiki> and/or edit them so they read better. : \ --[[User:Albedo|Albedo]] 16:02, 6 April 2010 (UTC)<br />
<br />
== in-article Capitalization ==<br />
<br />
Articles are all capitalized - but that doesn't mean that they're all Capitalized. In an article, we should refer to a dwarf's [[armor]], not to their [[Armor]]. This gets exceptionally annoying in, for example, lists of plants, like [[Plump helmet]]s and [[Pig tail]]s, but also when suddenly [[Gold]] appears as if it's become some sort of sports team, or perhaps we're referring to someone's lawyer by last name. Even the "see also" at the bottom of a page? Altho' on one level it just doesn't matter, it reinforces that capitalization twitch. For example:<br />
<br />
:'''See Also:''' <br />
:*[[DF2010:Plaster powder|Plaster powder]]<br />
<br />
vs. <br />
<br />
:'''See Also:''' <br />
:*[[DF2010:Plaster powder|plaster powder]]<br />
<br />
I'd rather use the latter. It's not a proper noun (not even as an article name), and we're not speaking German (which does capitalize random nouns).--[[User:Albedo|Albedo]] 20:55, 6 April 2010 (UTC)<br />
<br />
:Links should be capitalized according to standard grammatical practices. So don't link [[Like this]], link [[like this]]. [[Of course]], if the word should be capitalized, like if it's at the start of a sentence, capitalize it. Proper nouns, like [[Urist]] or [[Toady]], should of course also be capitalized. Plant names aren't proper, unless it's the plump helmet Vendorblood the Menace of Crafting, and so shouldn't be capitalized.<br />
<br />
:Since we can't have any simple rules, though, I think your '''See also''' example should be the former. Items in a list are treated grammatically like a sentence, and a '''See also''' section is a list of other articles to visit, even if it's only one item long. So it should be <br />
:*[[DF2010:Plaster powder|Plaster powder]]<br />
: not <br />
:*[[DF2010:Plaster powder|Plaster Powder]] <br />
: or <br />
:*[[DF2010:Plaster powder|plaster powder]]<br />
: or, god forbid, <br />
:*[[DF2010:Plaster powder|plaster Powder]].<br />
<br />
:Also to further complicate things and draw this conversation into areas it probably shouldn't go, section headers should only have the first word capitalized, so it should be '''See also''', not '''See Also'''. This is neither here nor there, however, and is just a rule I picked up from Wikipedia. In general, I defer to Wikipedia practices when editing any wiki, since that's kind of the norm. --[[User:Mikaka|Mikaka]] 21:43, 6 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Health_care&diff=85569v0.31:Health care2010-04-06T21:03:37Z<p>Mikaka: Just fixing up some links and TOC location.</p>
<hr />
<div>{{av}}<br />
<br />
:''This is about healthcare in the new version, for the skill see [[40d:Health care (skill)|Health care (skill)]].''<br />
<br />
'''Hospitals''' are a zone designated via the zone menu. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.<br />
<br />
In the new version of Dwarf Fortress, '''doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. <br />
<br />
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate.<br />
<br />
As of 0.31.01, soap production is bugged, so you will have to make do without. - It is possible to make soap through the manager screen.<br />
<br />
==Medical Skills==<br />
There are five doctor skills - how critical they are is unclear atm, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. <br />
:''(And if you choose "{{L|Starting build|Play Now!}}", one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. "What?" is not perfectly clear either, but something.)''<br />
<br />
Skill (& Profession)<br />
<br />
:* {{l|Wound Dressing}} (Wound Dresser)<br />
:* {{l|Diagnosis}} (Diagnostician)<br />
:* {{l|Surgery}} (Surgeon)<br />
:* {{l|Setting Bones}} (Bone Doctor)<br />
:* {{l|Suturing}} (Suturer)<br />
<br />
===Non-doctor labors===<br />
<br />
"Non"-doctors have 2 {{L|labor}}s that contribute to healthcare:<br />
<br />
:* Feed Patients/Prisoners<br />
:* Recover Wounded<br />
<br />
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.<br />
<br />
==Setting up a Hospital==<br />
The first thing you will want to do when carving out your hospital is ensure you have enough beds to keep dwarves unable to walk. Next, hit the 'i' key, and set up a hospital zone in the area you plan on having your hospital in. After this is done, build containers ({{k|b}}-{{k|h}}), bags and/or chests. These are essential since it is where hospital supplies are stashed. Without ample containers, your hospital will not have the supplies it needs, leading to an inability to perform most operations. From the 'i' menu for the zone, you are able to change the maximum amount of supplies in your hospital as well as seeing how many are currently stored in the hospital's chests. You will next want to build tables and a Traction Bench(see below) to allow for surgeries. Turn on the various healthcare labors for some doctor dwarves, and you should be pretty much set.<br />
<br />
Healthcare will also require a source of water to clean wounds. While they are capable of taking a bucket and gathering it from the nearest source, note that swamp water from a murky pool will vastly increase your chance of infection (though {{l|soap}} can offset this to a degree.) It is unknown at the moment whether dwarves will intelligently choose a clean water source when both clean and dirty water are available.<br />
<br />
==Broken bones==<br />
<br />
'''Casts''': ''Not to be confused with [[caste|castes]]''<br />
<br />
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.<br />
<br />
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.<br />
<br />
{|<br />
|Crutches are represented with the symbol<br />
|{{RT0|┬|#770}}<br />
|.<br />
|}<br />
<br />
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.<br />
<br />
Plaster powder is produced at a kiln or magma kiln from gypsum, alabaster, selenite or satinspar and an empty bag by a dwarf with the furnace operator skill enabled. They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}. <br />
<br />
'''See Also:''' <br />
*{{l|plaster powder}}<br />
*{{l|Health screen|z-health screen}}<br />
<br />
<br />
[[Category:Current]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Reactions&diff=85555v0.31:Reactions2010-04-06T20:40:51Z<p>Mikaka: Very minor formatting corrections.</p>
<hr />
<div>{{av}}<br />
<br />
'''Reactions''' are moddable crafting formulas. They can be tweaked and added onto to allow smelting of new metals, alloys, and many other products. They can be assigned to specific [[Entities]] to allow only certain entities to have access to it.<br />
<br />
Currently, a reaction can only result in an object of base quality.<br />
<br />
==Reaction Makeup==<br />
[REACTION:<REACTION_IDENTIFIER>]<br />
[NAME:<REACTION_NAME>]<br />
[BUILDING:<BUILDING_IDENTIFIER>:<BUILDING_KEY>]<br />
<... [[#Reagents]] ...><br />
<... [[#Products]] ...><br />
<... [[#Reaction Modifiers]] ...><br />
<... [[#Skills]] ...><br />
<br />
'''<REACTION_IDENTIFER>''' - Refers to a unique identifier for the reaction (Used in Entity Raws to allow an Enitity to make use of the reaction.<br />
<br />
'''<REACTION_NAME>''' - String displayed in the building for the reaction.<br />
<br />
'''<BUILDING_IDENTIFIER''' - The building at which this reaction can be used. NOTE: SMELTER, KILN, KITCHEN and TANNER seem to be the only non-custom buildings allowed to be specified at this point.{{verify}}<br />
<br />
'''<BUILDING_KEY>''' - The key that is pressed at the building (Such as 'b' for bed at a Carpenter or a block at a Mason's). If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.<br />
<br />
==Reagents==<br />
A reagent is some object that is required to produce whatever the intended object is. This is typically something like needing the ore of a metal to smelt bars of it.<br />
<br />
===Reagent Types===<br />
[REAGENT:<Identifier>:<Quantity>:<ITEM_TOKEN>:<ITEM_SUBTYPE>:<MATGLOSS_TOKEN>:<MATGLOSS_SUBTYPE>]<br />
or<br />
[REAGENT:<Identifier>:<Quantity>:<MATGLOSS_TOKEN>:<MATGLOSS_SUBTYPE>]<br />
<br />
Type 1: Is used for reactions where a specific type of object is required, such as a BUCKET, SWORD, etc.<br />
<br />
Type 2: Is used for when only a material type is needed, such as METAL_ORE for smelter reactions.<br />
<br />
<Identifier> - Used to refer to this reagent in the reaction Product.<br />
<br />
<Quantity> - Used to refer to the number of individual units of the reagent needed for the reaction. NOTE: If a bar, thread, or cloth is used as the <ITEM_TOKEN>, then this value refers to the PRODUCT_DENSITY of the object (150, 15000, 10000 respectively).<br />
<br />
<ITEM_TOKEN> - Refers to the hard coded ITEM_TOKEN that the reagent must be.<br />
<br />
<ITEM_SUBTYPE> - Refers to a specific item subtype, defined in the raws, of a specific ITEM_TOKEN, such as TOY:ITEM_TOY_MINIFORGE.<br />
<br />
<MATGLOSS_TOKEN> - Refers to the hardcoded material type of the reagent, such as PLANT_MAT, METAL_ORE, etc.<br />
<br />
<MATGLOSS_SUBTYPE> - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as PLANT_MAT:MUSHROOM_HELMET_PLUMP.<br />
<br />
===Reagent Modifier===<br />
A reagent can be modified by attaching one, or more, of the following. The modification is used to narrow the available items that can be used for the reaction.<br />
<br />
'''[PRESERVE_REAGENT]''' - Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.<br />
<br />
'''[REACTION_CLASS:X]''' - Reagent's MATGLOSS_SUBTYPE must have a REACTION_CLASS of type X attached to it. Such as the various forms of Gypsum having [REACTION_CLASS:GYPSUM] in them.<br />
<br />
'''[HAS_MATERIAL_REACTION_PRODUCT:X]''' - Reagent's MATGLOSS_SUBTYPE must have a MATERIAL_REACTION_PRODUCT tag. This is used primarily on items that come from a dead, or butchered, animal such as skins or fat for tanning and rendering.<br />
<br />
'''[UNROTTEN]''' - Reagent must not be rotten, mainly for organic MATGLOSS types.<br />
<br />
'''[BUILDMAT]''' - Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).<br />
<br />
'''[GLASS_MATERIAL]''' - Reagent has a one of the glass MATGLOSS types.<br />
<br />
'''[FIRE_BUILD_SAFE]''' - Reagent must be considered fire safe (INORGANIC, excluding COAL types).<br />
<br />
'''[MAGMA_BUILD_SAFE]''' - Reagent must be considered magma safe (INORGANIC, with a melting point greater than the temperature of Magma.<br />
<br />
'''[CAN_USE_ARTIFACT]''' - Reagent can be an Artifact.<br />
<br />
'''[WORTHLESS_STONE_ONLY]''' - Only a stone of value 1 can be used?<br />
<br />
'''[ANY_PLANT_MATERIAL]''' - Reagent MATGLOSS must be of a plant subtype.<br />
<br />
'''[ANY_SILK_MATERIAL]''' - Reagent MATGLOSS must be of a silk type.<br />
<br />
'''[ANY_SOAP_MATERIAL]''' - Reagent MATGLOSS must be of a soap type.<br />
<br />
'''[ANY_LEATHER_MATERIAL]''' - Reagent MATGLOSS must be of a leather type.<br />
<br />
'''[ANY_BONE_MATERIAL]''' - Reagent MATGLOSS must be of a bone type.<br />
<br />
'''[ANY_SHELL_MATERIAL]''' - Reagent MATGLOSS must be of a shell type.<br />
<br />
'''[ANY_TOOTH_MATERIAL]''' - Reagent MATGLOSS must be of a tooth type.<br />
<br />
'''[ANY_HORN_MATERIAL]''' - Reagent MATGLOSS must be of a horn type.<br />
<br />
'''[ANY_PEARL_MATERIAL]''' - Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)<br />
<br />
'''[USE_BODY_COMPONENT]''' - Reagent MATGLOSS must come off a creature's body.<br />
<br />
'''[METAL_ORE]''' - Reagent MATGLOSS must be a metal ore.<br />
<br />
'''[NOT_WEB]''' - States that the material cannot be web (For making only plant/adamantine thread?).<br />
<br />
'''[WEB_ONLY]''' - States that the material has to be web (For making only silk thread?).<br />
<br />
'''[POTASHABLE]''' - The reagent must be able to be turned into pot ash.<br />
<br />
'''[EMPTY]''' - If the reagent is a container, it must be empty.<br />
<br />
'''[CONTAINS_LYE]''' - If the reagent is a container, it must contain LYE.<br />
<br />
'''[NOT_CONTAIN_BARREL_ITEM]''' - If the reagent is a Barrel, it must not contain an item that has to reside in a barrel (Such as alcohol?).<br />
<br />
'''[BAG]''' - Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.<br />
<br />
==Products==<br />
These are the results of a given reaction. There may be any number of such results.<br />
<br />
===Product Format===<br />
[PRODUCT:<CHANCE>:<QUANTITY>:<ITEM_TOKEN>:<ITEM_SUBTYPE>:<MATGLOSS>:<MATGLOSS_SUBTYPE>]<br />
<br />
'''<CHANCE>''' - This is the chance (As a percent) that the <QUANTITY> number of items will be created after this reaction completes.<br />
<br />
'''<QUANTITY>''' - This is the number of the item to be created.<br />
<br />
'''<ITEM_TOKEN>''' - This is the ITEM_TOKEN of the result.<br />
<br />
'''<ITEM_SUBTYPE>''' - This is a ITEM_SUBTYPE listed in an actual Raw File.<br />
<br />
'''<MATGLOSS>''' - This is the MATGLOSS of the item. If you want to use the MATGLOSS information of a Reagent, then this is GET_MATERIAL_FROM_REAGENT:IDENTIFIER, where IDENTIFIER is the reagent's identifier in the reaction.<br />
<br />
'''<MATGLOSS_SUBTYPE>''' - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as PLANT_MAT:MUSHROOM_HELMET_PLUMP. If GET_MATERIAL_FROM_REAGENT was used in the MATGLOSS, you can specify a type, or you can state NONE, to recieve the MATGLOSS_SUBTYPE of the reagent.<br />
<br />
===Product Modifiers===<br />
Each product may have a zero, or more, modifiers following its declaration.<br />
<br />
'''[PRODUCT_TO_CONTAINER:<IDENTIFIER>]''' - This states that the product should be put into a specific container listed in as a reagent.<br />
<br />
''<IDENTIFIER>'' - Refers back to a reagent identifier.<br />
<br />
'''[PRODUCT_DIMENSIONS:<DIMENSION>]''' - Used to specify the dimensions of the object, primarily for use with bars, threads, and cloth.<br />
<br />
''<DIMENSION>'' - The 'size' of the object, for use in reactions that require a certain amount of bars, threads and cloth. 'Normal' size is bars = 150, threads = 15000 and cloth = 10000.{{verify}}<br />
<br />
==Reaction Modifiers==<br />
Reactions can be further modified by the adding zero or more of the following.<br />
<br />
'''[FUEL]''' - Which states that it must take some form of COAL (COKE or CHARCOAL) to fuel it. If the building requires magma, it's assumed that this tag is ignored.<br />
<br />
'''[AUTOMATIC]''' - Meaning that if the reagents are present, this reaction is automatically added to the work list of the building, such as 'Butcher Animal' at a Butcher's or 'Gather Web' at a Loom.<br />
<br />
==Skills==<br />
Skills have to be associated with a reaction. This dictates what skill receives the experience and who can do the job. More than one skill can be associated with the reaction, but only the last SKILL on the list, that a dwarf can perform, receives experience.<br />
<br />
[SKILL:<SKILL_TOKEN>]<br />
<br />
'''<IDENTIFIER>''' - This is SKILL_TOKEN for the reaction.<br />
<br />
[[Category:Modding]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=User:Mikaka&diff=85550User:Mikaka2010-04-06T20:35:44Z<p>Mikaka: I grow weary of having a red link to my name.</p>
<hr />
<div>Sometimes I grow bored and start singing in my edit summaries.</div>Mikakahttps://dwarffortresswiki.org/index.php?title=User_talk:Mikaka&diff=84738User talk:Mikaka2010-04-06T02:19:38Z<p>Mikaka: /* DF2010:Refined coal */</p>
<hr />
<div>== Bedroom Rewrite ==<br />
<br />
Just sayin thanks for the good work on that article. --[[User:N9103|Edward]] 04:25, 12 April 2009 (UTC)<br />
<br />
:No problem. The page had absolutely no organization, and I can't abide sloppy wikis. It'd be nice to do something similar with the other rooms, which suffer from similar problems. --[[User:Mikaka|Mikaka]] 20:21, 12 April 2009 (UTC)<br />
<br />
== "Defense" rewrite ==<br />
<br />
Hey, thanks for the help! I was going to PM you and Zchris in about an hour when I had finished this final push to the layout - 4 pages total. Here's the "form letter" I posted on each discussion page. Let's keep the discussion back under the [[Talk:Fortress defense]] page, where we were talking before. I'll PM zcrhis w/ this as well once I'm done w/ the last page (Mil design). I may be ramrodding this rewrite/re-organization, but I know I've left some weak spots and would appreciate a good critique and editor(s). <br />
<br />
'''New Pages, new organization'''<br /><br />
There had been about 5-6 pages on "defense", and articles and advice on various topics<br />
were scattered and repeated across all of them. This is an effort to re-organize them<br />
into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - <br />
a General guide and overview [[Defense guide]], and 3 articles on specific design - layout<br />
and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on<br />
organizing your military ([[Military design]]).<br /><br />
Discussion from any pages removed or renamed will be placed (or linked) under one of those four.<br />
--[[User:Albedo|Albedo]] 06:21, 4 June 2009 (UTC)<br />
<br />
==[[DF2010:Refined coal]]==<br />
Brought over what information has been confirmed<br />
Where did you find references to "coal fuel"? I didn't find it where it used to be. --[[User:Albedo|Albedo]] 06:32, 5 April 2010 (UTC)<br />
<br />
:Ah, I seemed to have screwed up. Originally, if you didn't have any fuel and tried to assign a task to a smelter, you got a message "Must have coal fuel" or some such. However, that has been changed to "No tasks available. Check for raw material access and fuel if necessary". The job cancel due to lack of fuel and stock pile options remain the same, though. But since fuel is now used ingame, and is far and away the most common word used by players, perhaps we should rename the article. I'll move it over to [[DF2010:Fuel]] and rewrite the erroneous parts, unless there's some object to it being move to that name. --[[User:Mikaka|Mikaka]] 02:19, 6 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Fuel&diff=81854v0.31:Fuel2010-04-04T01:21:55Z<p>Mikaka: Brought over what information has been confirmed, which is pretty much all of it.</p>
<hr />
<div>{{av}}<br />
:''(Disambiguation: In Dwarf Fortress, "coal" is not the same as {{l|bituminous coal}} - see that article if desired.)''<br />
<br />
'''Refined coal''', '''coal fuel''', and just '''coal''' are three in-game terms that refer the same thing, any unit of charcoal or coke, the two fuels used to power high-temperature industries, namely metalworking and glassworking. One unit of either of these fuels is required for every task at a conventional (non-magma) {{l|smelter}}, {{l|forge}}, {{l|kiln}}, or {{l|glass furnace}}. Magma versions of these facilities do not need fuel, and in fact cannot use conventional fuel to power them if their magma sources fail. Refined coal is also needed as part of the pig iron and steel creation process (see below).<br />
<br />
== "Fuel" ==<br />
Though not seen in-game, the single word "fuel" is sometimes used informally in the forums and in various wiki articles in place of the in-game terms "refined coal", "coal fuel" or just "coal". Since some understandable confusion can arise over the usage of the various terms "'''refined coal'''", "'''coal fuel'''", "'''coal'''", "'''charcoal'''" and "'''coke'''" (and also "{{l|bituminous coal}}", which is ''not'' a fuel), the simple umbrella term "fuel" will be used in the explanations in this article. <br />
<br />
The two sub-types of fuel are ''charcoal'' and ''coke'', and they are identical for in-game purposes, even if they come from different sources and have different in-game names. Whenever you see "coal fuel" or "refined coal" or "coal" in-game, those refer to ''either'' charcoal or coke - they are interchangeable, and either one will serve the same purpose, as fuel for the desired activity. (Bituminous coal is not the same as "coal", and does ''not'' refer to fuel, but can be used to create fuel at a smelter.) <br />
<br />
Both charcoal and coke come in {{l|bar|bar}}s, and are stockpiled in Bars/Block {{l|stockpile|stockpile}}s if the "coal" entry is selected within the "Bars" section. There is currently no way (or need) to distinguish between the two when designating stockpiles. <br />
<br />
At the risk of repetition, but to be perfectly clear - ''despite the different names, there is no distinction between charcoal and coke for any game activities.'' Both are "refined coal" or "coal fuel" or "coal", or just "fuel". <br />
<br />
Charcoal and coke are, of course, ''not'' {{l|fire-safe}} building materials.<br />
<br />
Bituminous coal {{l|block}}s and lignite blocks (sometimes offered by traders) can neither be used as fuel nor converted into fuel or back into stones in any way. They can only be used for standard block purposes.<br />
<br />
== In-game usage ==<br />
At a conventional (non-magma) {{l|smelter}}, if you try to add a smelting task and have no fuel, you will see the message:<br />
<br />
<blockquote>"'''Must have coal fuel'''"</blockquote><br />
<br />
You will not be allowed to add any tasks to any conventional smelter until you have at least one unit of either charcoal or coke.<br />
<br />
If you have queued up several tasks and then run out of fuel, you will get an announcement similar to:<br />
<br />
<blockquote>"'''[[Urist|Urist McFuelUser]] cancels job: Needs refined coal.'''"</blockquote><br />
<br />
Note that a forge or glass furnace ''will'' let you add tasks if you have no fuel, and only once a dwarf arrives and finds they cannot complete that task will you get the announcement to that effect. You will get one announcement for each un-fueled task that is unable to be completed. Jobs are canceled when there is no fuel.<br />
<br />
When you get either of these messages, you need more fuel - either charcoal or coke will serve equally well. <br />
<br />
'''Coal''' is the generic term used in the {{l|stockpile}} menu. It refers to a {{l|bar}} of either charcoal or coke.<br />
<br />
To place bars of fuel in a stockpile, create a Bars/Blocks stockpile, or a {{l|Stockpile#Custom_stockpiles|custom stockpile}} with {{k|e}}nabled and permit "coal" (found in the "Bars" sub-category).<br />
<br />
== The two sub-types of fuel ==<br />
There are 2 sub-types of conventional fuel - {{l|charcoal}} and {{l|coke}}. Charcoal and coke are identical in use - a single unit of either one powers one activity at a conventional smelter, forge, kiln or glass furnace, or can serve as the ingredient to make {{l|pig iron}} or {{l|steel}}. They are completely interchangeable, the only difference is their source. <br />
<br />
{{l|Wood}} does not burn hot enough to fuel these activities or facilities, and (in Dwarf Fortress) you cannot burn raw {{l|bituminous coal}} or {{l|lignite}} (although they are flammable).<br />
<br />
=== Charcoal, from wood===<br />
:Charcoal is created at a {{l|wood furnace}} using one {{l|wood}} log by a {{l|dwarf}} with the {{l|Wood burner|Wood burning}} {{l|labor}} enabled. {{l|Skill|Skill levels}} in the {{l|Wood burner}} {{l|skill}} are not required but reduce the time required for this activity.<br />
<br />
::* Required Building - {{l|Wood furnace}}<br />
::* Required Labor enabled - {{l|Wood burning}}<br />
::* Required Material - {{l|Wood}}<br />
<br />
===Coke, from bituminous coal or lignite===<br />
:Coke is a type of refined coal, and is identical to charcoal for all game purposes. It is created at a {{l|smelter}} using one unit of fuel by a {{l|dwarf}} with the {{l|Furnace operating|Furnace Operating}} labor enabled. {{l|skill|Skill levels}} in the {{l|Furnace operator}} skill are not required but reduce the time required for this activity.<br />
<br />
:Coke can be created from {{l|bituminous coal}}, producing 3 coke (net gain of 2 fuel), or {{l|lignite}}, producing 2 coke (net gain of 1 fuel). Magma smelters do not require conventional fuel for this process, and so the net yield for each is effectively +1 greater.<br />
<br />
::*Required Building - {{l|Smelter}} or {{l|Magma smelter}}<br />
::*Required Labor enabled - {{l|Furnace operating}}<br />
::*Required Material - {{l|Bituminous coal}} or {{l|lignite}}<br />
::::::: - ''plus'' one unit of fuel per unit smelted, if at a conventional smelter<br />
<br />
== Magma facilities ==<br />
Magma replaces conventional fuel for {{l|magma smelter}}s, {{l|magma forge}}s, {{l|magma kiln}}s and {{l|magma glass furnace}}s. No fuel is needed, nor can it be used, for activities at these facilities. Note that you will still need charcoal or coke for smelting bars of {{l|pig iron}} and {{l|steel}}. (And see next section.)<br />
<br />
== Pig iron and steel production ==<br />
Note that when {{l|smelting}} {{l|pig iron}} or {{l|steel}} at any location, one unit of either charcoal or coke is required in the reaction. Again, there is no distinction - both charcoal and coke serve equally well in the production of {{l|bar}}s of either. That same one unit can simultaneously serve as the fuel for the activity at conventional (non-magma) smelters, so there is no savings at {{l|magma smelter}}s in producing these two materials - one (and only one) charcoal or coke is consumed each time, either way. See those articles for more information.<br />
<br />
----<br />
'''See Also:'''<br />
:* {{l|Smelting}}<br />
<br />
[[Category:Materials]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Refined_coal&diff=8182640d:Refined coal2010-04-04T00:34:32Z<p>Mikaka: Fixed links</p>
<hr />
<div>{{av}}<br />
:''(Disambiguation: In Dwarf Fortress, "coal" is not the same as {{l|bituminous coal}} - see that article if desired.)''<br />
<br />
'''Refined coal''', '''coal fuel''', and just '''coal''' are three in-game terms that refer the same thing, any unit of charcoal or coke, the two fuels used to power high-temperature industries, namely metalworking and glassworking. One unit of either of these fuels is required for every task at a conventional (non-magma) {{l|smelter}}, {{l|forge}}, {{l|kiln}}, or {{l|glass furnace}}. Magma versions of these facilities do not need fuel, and in fact cannot use conventional fuel to power them if their magma sources fail. Refined coal is also needed as part of the pig iron and steel ''reactions'' (see below).<br />
<br />
''(Note that {{l|Bituminous coal}} is '''not''' "refined coal", "coal fuel", or "coal", though it is directly related.)''<br />
<br />
== "Fuel" ==<br />
<br />
Though not seen in-game, the single word "fuel" is sometimes used informally in the forums and in various wiki articles in place of the in-game terms "refined coal", "coal fuel" or just "coal". Since some understandable confusion can arise over the usage of the various terms "'''refined coal'''", "'''coal fuel'''", "'''coal'''", "'''charcoal'''" and "'''coke'''" (and also "{{l|bituminous coal}}", which is ''not'' a fuel), the simple umbrella term "fuel" will be used in the explanations in this article. <br />
<br />
The two sub-types of fuel are ''charcoal'' and ''coke'', and they are identical for in-game purposes, even if they come from different sources and have different in-game names. Whenever you see "coal fuel" or "refined coal" or "coal" in-game, those refer to ''either'' charcoal or coke - they are interchangeable, and either one will serve the same purpose, as fuel for the desired activity. (Bituminous coal is not the same as "coal", and does ''not'' refer to fuel, but can be used to create fuel at a smelter.) <br />
<br />
Both charcoal and coke come in {{l|bar|bar}}s, and are stockpiled in Bars/Block {{l|stockpile|stockpile}}s if the "coal" entry is selected within the "Bars" section. There is currently no way (or need) to distinguish between the two when designating stockpiles. <br />
<br />
At the risk of repetition, but to be perfectly clear - ''despite the different names, there is no distinction between charcoal and coke for any game activities.'' Both are "refined coal" or "coal fuel" or "coal", or just "fuel". <br />
<br />
Charcoal and coke are ''not'' {{l|fire-safe}} building materials.<br />
<br />
Bituminous coal {{l|block}}s and lignite blocks (sometimes offered by traders) can neither be used as fuel nor converted into fuel or back into stones in any way. They can only be used for building purposes and {{l|strange mood|moody}} dwarves may sometimes use them in artifacts and they can also be utilized for certain forms of {{l|bin#Thermonuclear_Reaction|fun}}.<br />
<br />
== In-game usage ==<br />
<br />
At a conventional (non-magma) {{l|smelter}}, if you try to add a smelting task and have no fuel, you will see the message:<br />
<br />
<blockquote>"'''Must have coal fuel'''"</blockquote><br />
<br />
You will not be allowed to add any tasks to any conventional smelter until you have at least one unit of either charcoal or coke.<br />
<br />
If you have queued up several tasks and then run out of fuel, you will get an announcement similar to:<br />
<br />
<blockquote>"'''[[Urist|Urist McFuelUser]] cancels job: Needs refined coal.'''"</blockquote><br />
<br />
Note that a forge or glass furnace ''will'' let you add tasks if you have no fuel, and only once a dwarf arrives and finds they cannot complete that task will you get the announcement to that effect. You will get one announcement for each un-fueled task that is unable to be completed. Jobs are canceled when there is no fuel.<br />
<br />
When you get either of these messages, you need more fuel - either charcoal or coke will serve equally well. <br />
<br />
'''Coal''' is the generic term used in the {{l|stockpile}} menu. It refers to a {{l|bar}} of either charcoal or coke.<br />
<br />
To place bars of fuel in a stockpile, create a Bars/Blocks stockpile, or a {{l|Stockpile#Custom_stockpiles|custom stockpile}} with {{k|e}}nabled and permit "coal" (found in the "Bars" sub-category).<br />
<br />
<br />
== The two sub-types of fuel ==<br />
<br />
There are 2 sub-types of conventional fuel - {{l|charcoal}} and {{l|coke}}. Charcoal and coke are identical in use - a single unit of either one powers one activity at a conventional smelter, forge, kiln or glass furnace, or can serve as the ingredient to make {{l|pig iron}} or {{l|steel}}. They are completely interchangeable, the only difference is their source. <br />
<br />
{{l|Wood}} does not burn hot enough to fuel these activities or facilities, and (in Dwarf Fortress) you cannot burn raw {{l|bituminous coal}} or {{l|lignite}} (although they are flammable).<br />
<br />
=== Charcoal, from wood===<br />
<br />
:Charcoal is created at a {{l|wood furnace}} using one {{l|wood}} log by a {{l|dwarf}} with the {{l|Wood burner|Wood burning}} {{l|labor}} enabled. {{l|Skill|Skill levels}} in the {{l|Wood burner}} {{l|skill}} are not required but reduce the time required for this activity.<br />
<br />
::* Required Building - {{l|Wood furnace}}<br />
::* Required Labor enabled - {{l|Wood burning}}<br />
::* Required Material - {{l|Wood}}<br />
<br />
===Coke, from bituminous coal or lignite===<br />
<br />
:Coke is a type of refined coal, and is identical to charcoal for all game purposes. It is created at a {{l|smelter}} using one unit of fuel by a {{l|dwarf}} with the {{l|Furnace operating|Furnace Operating}} labor enabled. {{l|skill|Skill levels}} in the {{l|Furnace operator}} skill are not required but reduce the time required for this activity.<br />
<br />
:Coke can be created from {{l|bituminous coal}}, producing 3 coke (net gain of 2 fuel), or {{l|lignite}}, producing 2 coke (net gain of 1 fuel). Magma smelters do not require conventional fuel for this process, and so the net yield for each is effectively +1 greater.<br />
<br />
::*Required Building - {{l|Smelter}} or {{l|Magma smelter}}<br />
::*Required Labor enabled - {{l|Furnace operating}}<br />
::*Required Material - {{l|Bituminous coal}} or {{l|lignite}}<br />
::::::: - ''plus'' one unit of fuel per unit smelted, if at a conventional smelter<br />
<br />
== Magma facilities ==<br />
<br />
Magma replaces conventional fuel for {{l|magma smelter}}s, {{l|magma forge}}s, {{l|magma kiln}}s and {{l|magma glass furnace}}s. No fuel is needed, nor can it be used, for activities at these facilities. Note that you will still need charcoal or coke for smelting bars of {{l|pig iron}} and {{l|steel}}. (And see next section.)<br />
<br />
== Pig iron and steel production ==<br />
<br />
Note that when {{l|smelting}} {{l|pig iron}} or {{l|steel}} at any location, one unit of either charcoal or coke is required in the reaction. Again, there is no distinction - both charcoal and coke serve equally well in the production of {{l|bar}}s of either. That same one unit can simultaneously serve as the fuel for the activity at conventional (non-magma) smelters, so there is no savings at {{l|magma smelter}}s in producing these two materials - one (and only one) charcoal or coke is consumed each time, either way. See those articles for more information.<br />
<br />
----<br />
'''See Also:'''<br />
:* {{l|Smelting}}<br />
<br />
[[Category:Physics]]<br />
[[Category:Materials]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Furnace_operating&diff=8182140d:Furnace operating2010-04-04T00:21:18Z<p>Mikaka: Fixed redirect</p>
<hr />
<div>#REDIRECT [[40d:Furnace operator]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Wood_burning&diff=8182040d:Wood burning2010-04-04T00:18:32Z<p>Mikaka: Fixed redirect</p>
<hr />
<div>#REDIRECT [[40d:Wood burner]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Mountain_gnome&diff=81691v0.31:Mountain gnome2010-04-03T21:00:54Z<p>Mikaka: Bold to italics</p>
<hr />
<div>{{av}}<br />
{{CreatureInfo<br />
|name=Mountain gnome<br />
|symbol=g<br />
|color={{COLOR:0:0:1}}<br />
|butcher=no<br />
|bones=?<br />
|chunks=?<br />
|meat=?<br />
|fat=?<br />
|skulls=1<br />
|wiki=no<br />
|skin=?<br />
|biome= * {{l|Mountain}}s<br />
}}<br />
:''A tiny, jolly humanoid creature that dwells in the fair mountains. They are known to enjoy drinking liquor and don’t care whether it's theirs or not.''<br />
<br />
'''Mountain gnomes''' are weak humanoid {{l|creatures}} that appear on {{l|mountain}}ous maps. <br />
<br />
<!--If you leave {{l|food}} or {{l|alcohol|booze}} out in the open, they will steal it, leaving your dwarfs dying of starvation and dehydration, but otherwise they are "harmless", will flee from your {{l|dwarf|dwarves}} if confronted (to the point of being pushed off a {{l|cliff}} if necessary), and are easily killed. They can be killed by even unarmed, untrained dwarves; a drafted woodsman will make short work of even a pack of them.<br />
<br />
Mountain gnomes do not generally carry equipment. They cannot be butchered, and drop three {{l|bone}}s and a {{l|skull}} when killed. Despite its name, {{l|Gnomeblight}} does not appear to have any effect on them.--><br />
<br />
{{Game_Data|[CREATURE:GNOME_MOUNTAIN]<br />
[DESCRIPTION:A tiny, jolly humanoid creature that dwells in the fair mountains. They are known to enjoy drinking liquor and don’t care whether it's theirs or not.]<br />
[NAME:mountain gnome:mountain gnomes:mountain gnome]<br />
[CASTE_NAME:mountain gnome:mountain gnomes:mountain gnome]<br />
[CREATURE_TILE:'g'][COLOR:0:0:1]<br />
[GRASSTRAMPLE:0][GOOD]<br />
[BIOME:MOUNTAIN]<br />
[LARGE_ROAMING][FREQUENCY:10]<br />
[POPULATION_NUMBER:20:50]<br />
[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]<br />
[CURIOUSBEAST_GUZZLER]<br />
[BENIGN]<br />
[CAN_LEARN]<br />
[PREFSTRING:ability to hold liquor]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]<br />
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]<br />
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:1500]<br />
[BODY_SIZE:1:168:7500]<br />
[BODY_SIZE:20:0:15000]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:EYE]<br />
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:LIP]<br />
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:lips:PLURAL]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:NOSE]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:nose bridge:SINGULAR]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:EAR]<br />
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:TOOTH]<br />
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:teeth:PLURAL]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:SKULL]<br />
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:NECK]<br />
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:HEAD]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
<br />
[MAXAGE:230:250]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK_FLAG_CANLATCH]<br />
[BABY:1]<br />
[CHILD:20]<br />
[EQUIPS]<br />
[DIURNAL]<br />
[HOMEOTHERM:10067]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[MULTIPLE_LITTER_RARE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[TL_COLOR_MODIFIER:GRAY:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[TLCM_TIMING:ROOT:80:0:130:0]<br />
[TL_COLOR_MODIFIER:WHITE:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[TLCM_TIMING:ROOT:130:0:150:0]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]<br />
[APP_MOD_NOUN:eyebrows:PLURAL]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]<br />
[APP_MOD_NOUN:eyebrows:PLURAL]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyebrows:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]<br />
[APP_MOD_NOUN:eyelashes:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]<br />
[APP_MOD_NOUN:hair:SINGULAR]<br />
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:hair:SINGULAR]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:hair:SINGULAR]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]<br />
[APP_MOD_NOUN:hair:SINGULAR]<br />
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]<br />
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]<br />
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]<br />
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:IRIS_EYE_PURPLE:1]<br />
[TLCM_NOUN:eyes:PLURAL]<br />
}}<br />
{{Creatures}}<br />
[[Category:Humanoids]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Mountain_gnome&diff=81690v0.31:Mountain gnome2010-04-03T21:00:38Z<p>Mikaka: Brought over what information has been confirmed. See talk page for unconfirmed info.</p>
<hr />
<div>{{av}}<br />
{{CreatureInfo<br />
|name=Mountain gnome<br />
|symbol=g<br />
|color={{COLOR:0:0:1}}<br />
|butcher=no<br />
|bones=?<br />
|chunks=?<br />
|meat=?<br />
|fat=?<br />
|skulls=1<br />
|wiki=no<br />
|skin=?<br />
|biome= * {{l|Mountain}}s<br />
}}<br />
:'''A tiny, jolly humanoid creature that dwells in the fair mountains. They are known to enjoy drinking liquor and don’t care whether it's theirs or not.'''<br />
<br />
'''Mountain gnomes''' are weak humanoid {{l|creatures}} that appear on {{l|mountain}}ous maps. <br />
<br />
<!--If you leave {{l|food}} or {{l|alcohol|booze}} out in the open, they will steal it, leaving your dwarfs dying of starvation and dehydration, but otherwise they are "harmless", will flee from your {{l|dwarf|dwarves}} if confronted (to the point of being pushed off a {{l|cliff}} if necessary), and are easily killed. They can be killed by even unarmed, untrained dwarves; a drafted woodsman will make short work of even a pack of them.<br />
<br />
Mountain gnomes do not generally carry equipment. They cannot be butchered, and drop three {{l|bone}}s and a {{l|skull}} when killed. Despite its name, {{l|Gnomeblight}} does not appear to have any effect on them.--><br />
<br />
{{Game_Data|[CREATURE:GNOME_MOUNTAIN]<br />
[DESCRIPTION:A tiny, jolly humanoid creature that dwells in the fair mountains. They are known to enjoy drinking liquor and don’t care whether it's theirs or not.]<br />
[NAME:mountain gnome:mountain gnomes:mountain gnome]<br />
[CASTE_NAME:mountain gnome:mountain gnomes:mountain gnome]<br />
[CREATURE_TILE:'g'][COLOR:0:0:1]<br />
[GRASSTRAMPLE:0][GOOD]<br />
[BIOME:MOUNTAIN]<br />
[LARGE_ROAMING][FREQUENCY:10]<br />
[POPULATION_NUMBER:20:50]<br />
[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]<br />
[CURIOUSBEAST_GUZZLER]<br />
[BENIGN]<br />
[CAN_LEARN]<br />
[PREFSTRING:ability to hold liquor]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]<br />
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]<br />
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:1500]<br />
[BODY_SIZE:1:168:7500]<br />
[BODY_SIZE:20:0:15000]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:EYE]<br />
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:LIP]<br />
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:lips:PLURAL]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:NOSE]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:nose bridge:SINGULAR]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:EAR]<br />
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:TOOTH]<br />
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:teeth:PLURAL]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:SKULL]<br />
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:NECK]<br />
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]<br />
<br />
[SET_BP_GROUP:BY_CATEGORY:HEAD]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
<br />
[MAXAGE:230:250]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK_FLAG_CANLATCH]<br />
[BABY:1]<br />
[CHILD:20]<br />
[EQUIPS]<br />
[DIURNAL]<br />
[HOMEOTHERM:10067]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[MULTIPLE_LITTER_RARE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[TL_COLOR_MODIFIER:GRAY:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[TLCM_TIMING:ROOT:80:0:130:0]<br />
[TL_COLOR_MODIFIER:WHITE:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[TLCM_TIMING:ROOT:130:0:150:0]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]<br />
[APP_MOD_NOUN:eyebrows:PLURAL]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]<br />
[APP_MOD_NOUN:eyebrows:PLURAL]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyebrows:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]<br />
[APP_MOD_NOUN:eyelashes:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]<br />
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]<br />
[APP_MOD_NOUN:hair:SINGULAR]<br />
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:hair:SINGULAR]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:hair:SINGULAR]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]<br />
[APP_MOD_NOUN:hair:SINGULAR]<br />
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]<br />
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]<br />
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]<br />
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:IRIS_EYE_PURPLE:1]<br />
[TLCM_NOUN:eyes:PLURAL]<br />
}}<br />
{{Creatures}}<br />
[[Category:Humanoids]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mountain_gnome&diff=81689v0.31 Talk:Mountain gnome2010-04-03T21:00:25Z<p>Mikaka: Stuff from 40d that needs to be confirmed in 2010</p>
<hr />
<div>==Stuff from 40d that needs to be confirmed in 2010==<br />
*How easy are gnomes to kill now, what with the whole combat revamp? Preliminary test in the arena suggest awfully weak, but then so are untrained dwarves.<br />
*Do they still try and steal booze? It's still in the raws, but who knows if that functionality is intact.<br />
--[[User:Mikaka|Mikaka]] 21:00, 3 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&diff=8125640d:Mountain gnome2010-04-03T19:04:14Z<p>Mikaka: Did boring link fixing.</p>
<hr />
<div>{{av}}<br />
{{CreatureInfo<br />
|name=Mountain gnome<br />
|symbol=g<br />
|color={{COLOR:0:0:1}}<br />
|butcher=no<br />
|bones=3<br />
|chunks=7<br />
|meat=7<br />
|fat=1<br />
|skulls=1<br />
|wiki=no<br />
|skin=Yes<br />
|biome= * [[Mountain]]s<br />
}}<br />
<br />
'''Mountain gnomes''' are weak humanoid {{l|creatures}} that appear on {{l|mountain}}ous maps. If you leave {{l|food}} or {{l|alcohol|booze}} out in the open, they will steal it, leaving your dwarfs dying of starvation and dehydration, but otherwise they are "harmless", will flee from your {{l|dwarf|dwarves}} if confronted (to the point of being pushed off a {{l|cliff}} if necessary), and are easily killed. They can be killed by even unarmed, untrained dwarves; a drafted woodsman will make short work of even a pack of them.<br />
<br />
Mountain gnomes do not generally carry equipment. They cannot be butchered, and drop three {{l|bone}}s and a {{l|skull}} when killed. Despite its name, {{l|Gnomeblight}} does not appear to have any effect on them.<br />
<br />
The only difference between mountain gnomes and {{l|dark gnome}}s is that dark gnomes have the <code>[EVIL]</code> tag instead of <code>[GOOD]</code> and are <code>[NOCTURNAL]</code> instead of <code>[DIURNAL]</code>. Therefore, it makes little sense that dark gnomes are stronger than mountain gnomes.<br />
<br />
{{Game_Data|[CREATURE:GNOME_MOUNTAIN]<br />
[NAME:mountain gnome:mountain gnomes:mountain gnome]<br />
[TILE:'g'][COLOR:0:0:1]<br />
[LARGE_ROAMING][FREQUENCY:10]<br />
[POPULATION_NUMBER:20:50]<br />
[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]<br />
[BENIGN]<br />
[CURIOUSBEAST_GUZZLER]<br />
[GRASSTRAMPLE:0][GOOD]<br />
[PREFSTRING:ability to hold liquor]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]<br />
[SIZE:3]<br />
[MAXAGE:230:250]<br />
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]<br />
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]<br />
[CHILD:20]<br />
[FAT:2]<br />
[DIURNAL]<br />
[CAN_LEARN]<br />
[BIOME:MOUNTAIN]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
[LAYERING:100]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
}}<br />
{{Creatures}}<br />
[[Category:Humanoids]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&diff=8121540d:Mountain gnome2010-04-03T18:59:24Z<p>Mikaka: moved Mountain gnome to 40d:Mountain gnome:&#32;40d</p>
<hr />
<div>{{CreatureInfo|name=Mountain gnome|symbol=g|color={{COLOR:0:0:1}}|butcher=no|bones=3|chunks=7|meat=7|fat=1|skulls=1|wiki=no|skin=Yes|biome= * [[Mountain]]s}}<br />
<br />
<br />
'''Mountain gnomes''' are weak humanoid [[creatures]] that appear on [[mountain]]ous maps. If you leave [[food]] or [[alcohol|booze]] out in the open, they will steal it, leaving your dwarfs dying of starvation and dehydration, but otherwise they are "harmless", will flee from your [[dwarf|dwarves]] if confronted (to the point of being pushed off a [[cliff]] if necessary), and are easily killed. They can be killed by even unarmed, untrained dwarves; a drafted woodsman will make short work of even a pack of them.<br />
<br />
Mountain gnomes do not generally carry equipment. They cannot be butchered, and drop three [[bone]]s and a [[skull]] when killed. Despite its name, [[Gnomeblight]] does not appear to have any effect on them.<br />
<br />
The only difference between mountain gnomes and [[dark gnome]]s is that dark gnomes have the <code>[EVIL]</code> tag instead of <code>[GOOD]</code> and are <code>[NOCTURNAL]</code> instead of <code>[DIURNAL]</code>. Therefore, it makes little sense that dark gnomes are stronger than mountain gnomes.<br />
<br />
{{Game_Data|[CREATURE:GNOME_MOUNTAIN]<br />
[NAME:mountain gnome:mountain gnomes:mountain gnome]<br />
[TILE:'g'][COLOR:0:0:1]<br />
[LARGE_ROAMING][FREQUENCY:10]<br />
[POPULATION_NUMBER:20:50]<br />
[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]<br />
[BENIGN]<br />
[CURIOUSBEAST_GUZZLER]<br />
[GRASSTRAMPLE:0][GOOD]<br />
[PREFSTRING:ability to hold liquor]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]<br />
[SIZE:3]<br />
[MAXAGE:230:250]<br />
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]<br />
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]<br />
[CHILD:20]<br />
[FAT:2]<br />
[DIURNAL]<br />
[CAN_LEARN]<br />
[BIOME:MOUNTAIN]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
[LAYERING:100]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
}}<br />
{{Creatures}}<br />
[[Category:Humanoids]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Floating_guts&diff=81198v0.31:Floating guts2010-04-03T18:53:49Z<p>Mikaka: Fixed color</p>
<hr />
<div>{{av}}<br />
{{CreatureInfo|name=Floating Guts|biome=subterranean_chasm|symbol=%|color={{COLOR:7:0:0}}|butcher:yes|bones=0|skulls=0}}<br />
:''A transparent and amorphous monster that lives underground. It is small in size and is found crawling across the cavern floor. Its organs appear to be floating inside of its body.''<br />
<br />
'''Floating Guts''' is a disturbing creature that appears to be little more than a slime containing a set of organs. Because of this lack of body parts it's extremely easy to damage organs on them, and thus relatively easy to kill. If you have a dungeon master these can be trained as exotic pets, having a value of 10. They are genderless though and only live to maximum of 30 years, so your supply is limited to what you find on embark.<br />
<br />
It is possible to butcher a floating guts, amusingly yielding floating guts guts. Since their size is zero, they shouldn't be yielding anything, so this may be a bug.<br />
<br />
{{Game_Data|[CREATURE:FLOATING_GUTS]<br />
[ARENA_RESTRICTED]<br />
[DESCRIPTION:A transparent and amorphous monster that lives underground. It is small in size and is found crawling across the cavern floor. Its organs appear to be floating inside of its body.]<br />
[NAME:floating guts:floating guts:floating guts]<br />
[CASTE_NAME:floating guts:floating guts:floating guts]<br />
[CREATURE_TILE:'%'][COLOR:7:0:0]<br />
[BIOME:SUBTERRANEAN_CHASM]<br />
[UNDERGROUND_DEPTH:2:3]<br />
[PETVALUE:10]<br />
[PET_EXOTIC]<br />
[LARGE_ROAMING]<br />
[FREQUENCY:10]<br />
[EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]<br />
[NOTHOUGHT]<br />
[NOBONES]<br />
[NATURAL]<br />
[POPULATION_NUMBER:250:500]<br />
[PREFSTRING:freakish appearance]<br />
[BODY:BASIC_1PARTBODY:HEART:GUTS]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[REMOVE_MATERIAL:BONE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[REMOVE_TISSUE:BONE]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]<br />
[HAS_NERVES]<br />
[SPEED:2900]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:20000]<br />
[MAXAGE:15:30]<br />
[ALL_ACTIVE]<br />
[NO_SLEEP]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:CLEAR:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:FAT]<br />
[TL_COLOR_MODIFIER:CLEAR:1]<br />
[TLCM_NOUN:fat:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:MUSCLE]<br />
[TL_COLOR_MODIFIER:CLEAR:1]<br />
[TLCM_NOUN:fat:SINGULAR]<br />
]}}<br />
<br />
<br />
[[Category:Creatures]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Bituminous_coal&diff=81189v0.31:Bituminous coal2010-04-03T18:49:20Z<p>Mikaka: Brought over what information has been confirmed, which is pretty much all of it.</p>
<hr />
<div>{{av}}<br />
{{Mineral|name=Bituminous Coal|tile=☼|icon=☼|color=#888<br />
|uses =<br />
* Create 3 coke at {{l|smelter}}<br />
|location =<br />
* Veins in {{l|Sedimentary layer}}s<br />
|properties =<br />
* Can [[40d:ignite|ignite]]<br />
* {{l|Economic stone}}<br />
* {{l|Material value}} 1}}<br />
'''Bituminous coal''' is found in {{l|vein}}s in {{l|sedimentary layer}}s and is one of the two mineral sources of {{l|fuel}}. When processed at a {{l|smelter}} or {{l|magma smelter}}, one unit of bituminous coal produces 3 units of {{l|40d:Fuel#The_two_sub-types_of_fuel|coke}}. If done at a regular {{l|smelter}}, this processing requires one pre-existing unit of fuel (either charcoal or coke), leaving a ''net'' production of 2 fuel.<br />
<br />
Bituminous coal is flammable, and obviously is ''not'' a {{l|fire-safe}} material.<br />
<br />
Bituminous coal is '''not''' the same as {{l|refined coal|"refined coal", "coal fuel", or "coal"}}, though it is directly related.<br />
<br />
;See also:<br />
:* {{l|lignite}}<br />
<br />
{{Rocks}}<br />
<br />
{{DEFAULTSORT:{{PAGENAME}}}}<br />
[[Category:Stone]]<br />
[[Category:Economic Stone]]<br />
[[Category:Sedimentary Stone Layers]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&diff=79903Template talk:ArticleVersion2010-04-03T05:12:12Z<p>Mikaka: /* Some notes... */</p>
<hr />
<div>Having one template that covers both old and new articles is, I think, a mistake. (I didn't know it was the same at first.) When it comes time to change the latest to "old", it will require that every one be checked - and there is no way to keep track of that. <br />
<br />
Instead, having one "old info" template, and one "current info" template would allow users/Admin to go out and change all the "current info" articles to "old", and then proceed from there. The serve diff functions, they should not be the same.--[[User:Albedo|Albedo]] 20:23, 17 March 2010 (UTC)<br />
:You're absolutely right, of course. I'm not quite certain why I didn't think of splitting this into separate templates, but it clearly should be. There's also the matter of Emi's recent changes assuming the presence of a "DF2010" pseudonamespace which, at this moment, does not exist. --[[User:Quietust|Quietust]] 23:19, 17 March 2010 (UTC)<br />
::Albedo, I'm getting the feeling that you don't understand how this template works. When it comes time to change the latest to "old" one line will have to be changed in this template's code, and then every single one will have changed to read "out of date". The entire premise of having one template that uses parser functions to determine what appears, is so that no one will ever have to go through every article to check the templates. You'll notice that [[40d:Milk]] shows up as out of date, but that [[DF2010:Milk]] shows up as current. This is because the template is looking for what namespace the page it appears on is in, and it appears differently depending on what namespace it is. <br />
<br />
::Also, to Quietust, the 'fixes' you made to the template were actually to intentional errors. I wanted to avoid doing things that would have to be reversed later as much as possible, but still wanted to test. So to avoid having to ask Briess to temporarily add DF2010 as a namespace, I left the namespace check for current blank. As for the non-existent DF2010: I just wanted something to test with, I never meant to imply that the DF2010 namespace was the one people had agreed upon. <br />
<br />
::If you need me to explain more, I'd be happy to. I'm also lurking around on IRC (newnet as Emi). [[User:Emi|Emi]] 00:17, 18 March 2010 (UTC)<br />
<br />
Why is this template not working? I never see links to the old 40d articles that still actually have content. It is very annoying. --[[User:Altaree|Altaree]] 13:14, 2 April 2010 (UTC)<br />
:It's working fine for me. What page are you seeing this on? Remember, it only links to the 40d article if the 40d article exists with the exact same name. --[[User:Briess|Briess]] 13:16, 2 April 2010 (UTC)<br />
::whoops, I'm wrong. A new DF2010 page must be created with an av template to allow me to see the link back to the 40d article on the redirect. ick. --[[User:Altaree|Altaree]] 13:18, 2 April 2010 (UTC)<br />
<br />
== Some notes... ==<br />
<br />
First off, for some reason, on the legacy and current versions of the template, there's an extra line at the top which screws up the layout of the page a bit. I can't find where it's getting that from.<br />
<br />
Secondly, I really don't think this template should throw the pages into a category. If it's going to be on every page, and it looks like it will, the categories will just become huge and useless. Categories are going to be tricky to work with now with the split, but this is certainly not the way to do it.<br />
<br />
Finally, if this is going to be on every page, it needs to be as discrete as possible. I suggest scaling down the text, and making the colors more subtle.<br />
<br />
Thoughts? --[[User:Mikaka|Mikaka]] 04:58, 3 April 2010 (UTC)<br />
<br />
:Previous versions were even less discrete, this was a compromise between discreteness and people being able to notice it and easily find different version of the articles. <br />
<br />
:As for the layout problem, could you link me to a page where this problem is occurring? <br />
<br />
:As for the categories, I'm not sure what I think about them. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 05:01, 3 April 2010 (UTC)<br />
<br />
::Your recent edit fixed the layout. The template table now rests snugly against the top of the articles in question. Thanks. Perhaps we can turn up the discreteness once people become used to having to the new system. For now it works. --[[User:Mikaka|Mikaka]] 05:12, 3 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&diff=79812Template talk:ArticleVersion2010-04-03T04:58:33Z<p>Mikaka: /* Some notes... */ new section</p>
<hr />
<div>Having one template that covers both old and new articles is, I think, a mistake. (I didn't know it was the same at first.) When it comes time to change the latest to "old", it will require that every one be checked - and there is no way to keep track of that. <br />
<br />
Instead, having one "old info" template, and one "current info" template would allow users/Admin to go out and change all the "current info" articles to "old", and then proceed from there. The serve diff functions, they should not be the same.--[[User:Albedo|Albedo]] 20:23, 17 March 2010 (UTC)<br />
:You're absolutely right, of course. I'm not quite certain why I didn't think of splitting this into separate templates, but it clearly should be. There's also the matter of Emi's recent changes assuming the presence of a "DF2010" pseudonamespace which, at this moment, does not exist. --[[User:Quietust|Quietust]] 23:19, 17 March 2010 (UTC)<br />
::Albedo, I'm getting the feeling that you don't understand how this template works. When it comes time to change the latest to "old" one line will have to be changed in this template's code, and then every single one will have changed to read "out of date". The entire premise of having one template that uses parser functions to determine what appears, is so that no one will ever have to go through every article to check the templates. You'll notice that [[40d:Milk]] shows up as out of date, but that [[DF2010:Milk]] shows up as current. This is because the template is looking for what namespace the page it appears on is in, and it appears differently depending on what namespace it is. <br />
<br />
::Also, to Quietust, the 'fixes' you made to the template were actually to intentional errors. I wanted to avoid doing things that would have to be reversed later as much as possible, but still wanted to test. So to avoid having to ask Briess to temporarily add DF2010 as a namespace, I left the namespace check for current blank. As for the non-existent DF2010: I just wanted something to test with, I never meant to imply that the DF2010 namespace was the one people had agreed upon. <br />
<br />
::If you need me to explain more, I'd be happy to. I'm also lurking around on IRC (newnet as Emi). [[User:Emi|Emi]] 00:17, 18 March 2010 (UTC)<br />
<br />
Why is this template not working? I never see links to the old 40d articles that still actually have content. It is very annoying. --[[User:Altaree|Altaree]] 13:14, 2 April 2010 (UTC)<br />
:It's working fine for me. What page are you seeing this on? Remember, it only links to the 40d article if the 40d article exists with the exact same name. --[[User:Briess|Briess]] 13:16, 2 April 2010 (UTC)<br />
::whoops, I'm wrong. A new DF2010 page must be created with an av template to allow me to see the link back to the 40d article on the redirect. ick. --[[User:Altaree|Altaree]] 13:18, 2 April 2010 (UTC)<br />
<br />
== Some notes... ==<br />
<br />
First off, for some reason, on the legacy and current versions of the template, there's an extra line at the top which screws up the layout of the page a bit. I can't find where it's getting that from.<br />
<br />
Secondly, I really don't think this template should throw the pages into a category. If it's going to be on every page, and it looks like it will, the categories will just become huge and useless. Categories are going to be tricky to work with now with the split, but this is certainly not the way to do it.<br />
<br />
Finally, if this is going to be on every page, it needs to be as discrete as possible. I suggest scaling down the text, and making the colors more subtle.<br />
<br />
Thoughts? --[[User:Mikaka|Mikaka]] 04:58, 3 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Wolf&diff=79745v0.31:Wolf2010-04-03T04:48:38Z<p>Mikaka: Made all sort of fancy, like I do.</p>
<hr />
<div>{{av}}<br />
{{CreatureInfo|name=Wolf|symbol=w|color={{COLOR:7:0:0}}|bones=?|fat=?|skin=Yes|skulls=?|chunks=?|meat=?|biome= * ?????}}<br />
<br />
:''A large canine found in temperate regions. It is territorial and hunts in packs.''<br />
<br />
'''Wolves''' abound everywhere in most parts of the world. They don't pose much of a threat individually but they have numbers to help out. They will attack your dwarves and other creatures if they get too close or sometimes on their own.<br />
<br />
In adventure mode, this is probably the main enemy you will find ambushing you when traveling around the world map. You will often get caught in the middle of the pack, and even armed and armored with steel you might have a tough fight. Try retreating a few steps and taking on one wolf at a time.<br />
<br />
{{Game_Data|[CREATURE:WOLF]<br />
[DESCRIPTION:A large canine found in temperate regions. It is territorial and hunts in packs.]<br />
[NAME:wolf:wolves:wolf]<br />
[CASTE_NAME:wolf:wolves:wolf]<br />
[CHILD:1][GENERAL_CHILD_NAME:wolf pup:wolf pups]<br />
[CREATURE_TILE:'w'][COLOR:7:0:0]<br />
[LARGE_PREDATOR][MEANDERER]<br />
[LARGE_ROAMING][FREQUENCY:5]<br />
[BIOME:TUNDRA]<br />
[BIOME:FOREST_TAIGA]<br />
[BIOME:ANY_TEMPERATE_FOREST]<br />
[BIOME:SHRUBLAND_TEMPERATE]<br />
[POPULATION_NUMBER:10:20]<br />
[CLUSTER_NUMBER:3:7]<br />
[GRASSTRAMPLE:0][NATURAL]<br />
[PETVALUE:50]<br />
[PET_EXOTIC]<br />
[BONECARN]<br />
[PREFSTRING:cunning]<br />
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]<br />
[BODYGLOSS:PAW]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[SELECT_TISSUE:HAIR]<br />
[INSULATION:200]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:4000]<br />
[BODY_SIZE:1:0:20000]<br />
[BODY_SIZE:2:0:40000]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[MAXAGE:10:20]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[DIURNAL]<br />
[HOMEOTHERM:10070]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
[MUNDANE]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]<br />
[TL_COLOR_MODIFIER:GRAY:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:IRIS_EYE_ORANGE:1]<br />
[TLCM_NOUN:eyes:PLURAL]<br />
[SELECT_MATERIAL:ALL]<br />
[MULTIPLY_VALUE:2]}}</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Antman&diff=79486v0.31:Antman2010-04-03T04:03:46Z<p>Mikaka: Formatting, added game data</p>
<hr />
<div>{{av}}<br />
{{CreatureInfo|name=Antman|symbol=a|color={{COLOR:0:0:1}}|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome= * ?????}}<br />
:''A humanoid with the head and body of an ant.''<br />
<br />
'''Antmen''' can often be found in underground caverns. They can form crude civilizations and usually have a couple piles of random items lying around. Antmen are intelligent enough to form soldier, worker and queen castes, and can use crude weapons such as blowguns. They can be deadly for their numbers and use of weapons, but a solid military effort can kill them off. Their blowguns can inflict mild poison effects on creatures, such as dizziness which causes them to be less effective in combat and slower at work like mining.<br />
<br />
{{Game_Data|[CREATURE:ANT_MAN]<br />
[DESCRIPTION:A humanoid with the head and body of an ant.]<br />
[NAME:antman:antmen:antman]<br />
[CREATURE_TILE:'a'][COLOR:0:0:1]<br />
[LARGE_ROAMING]<br />
[FREQUENCY:100]<br />
[FEATURE_ATTACK_GROUP]<br />
[BIOME:SUBTERRANEAN_CHASM]<br />
[CAN_LEARN][CAN_SPEAK]<br />
[POPULATION_NUMBER:30:50]<br />
[CLUSTER_NUMBER:5:10]<br />
[PREFSTRING:mystery]<br />
[EQUIPS]<br />
[CANOPENDOORS]<br />
[LARGE_PREDATOR]<br />
[ALL_ACTIVE]<br />
[NO_SLEEP]<br />
[HOMEOTHERM:10040]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[MAXAGE:3:4]<br />
[NOBONES]<br />
[CASTE:WORKER]<br />
[CASTE_NAME:worker ant woman:worker ant women:worker ant woman]<br />
Female, but non-breeding.<br />
[POP_RATIO:10000]<br />
[CASTE:SOLDIER]<br />
[CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]<br />
Female, but non-breeding.<br />
[POP_RATIO:1000]<br />
[CASTE:DRONE]<br />
[MALE]<br />
[CASTE_NAME:drone ant man:drone ant men:drone ant man]<br />
[POP_RATIO:5]<br />
[CASTE:QUEEN]<br />
[FEMALE]<br />
[CASTE_NAME:queen ant woman:queen ant women:queen ant woman]<br />
[POP_RATIO:1]<br />
[SELECT_CASTE:WORKER]<br />
[SELECT_ADDITIONAL_CASTE:SOLDIER]<br />
[SELECT_ADDITIONAL_CASTE:QUEEN]<br />
[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]<br />
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]<br />
[SELECT_CASTE:DRONE]<br />
[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]<br />
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]<br />
[FLIER]<br />
[SELECT_CASTE:ALL]<br />
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]<br />
[BODY_DETAIL_PLAN:CHITIN_TISSUES]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:chitin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:eyes:PLURAL]<br />
[SELECT_CASTE:WORKER]<br />
[BODY_SIZE:0:0:1000]<br />
[BODY_SIZE:1:168:5000]<br />
[BODY_SIZE:12:0:20000]<br />
[SELECT_CASTE:SOLDIER]<br />
[BODY_SIZE:0:0:1500]<br />
[BODY_SIZE:1:168:10000]<br />
[BODY_SIZE:12:0:50000]<br />
[SELECT_CASTE:QUEEN]<br />
[BODY_SIZE:0:0:10000]<br />
[BODY_SIZE:1:168:50000]<br />
[BODY_SIZE:12:0:200000]<br />
[SELECT_CASTE:DRONE]<br />
[BODY_SIZE:0:0:1000]<br />
[BODY_SIZE:1:168:5000]<br />
[BODY_SIZE:12:0:20000]}}</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&diff=79431v0.31:Giant cave spider2010-04-03T03:54:46Z<p>Mikaka: Formatting, added game data</p>
<hr />
<div>{{av}}<br />
{{CreatureInfo|name=Giant cave spider|symbol=S|color={{COLOR:7:0:0}}|bones=?|fat=?|skin=Yes|skulls=?|chunks=?|meat=?|biome= * ?????}}<br />
:''A large underground monster with eight legs and sharp, venomous teeth.''<br />
<br />
'''Giant Cave Spiders''' are far different from your regular cave spider; Those were just treats for your cat. Giant cave spiders are big as a horse and will make treats ''of'' cats, dwarves and the occasional careless adventurer. You can find Giant Cave Spiders in, obviously, caves, caverns and most underground areas. They are extremely dangerous as they feel no pain so they can't be stunned, they can poison creatures and have the rather unique ability to shoot webbing to ensnare their prey.<br />
<br />
Giant cave spiders are thankfully a rarity most of the time, but you should expect to find them anywhere you see giant cave spider silk webs lying around, or when there are caves or caverns. They can be extremely hard to kill, so watch out.<br />
<br />
They are both benefit and hazard, hazard being obvious and benefit due to their webs. Giant cave spider silk is worth much more than ordinary cloth, and they can produce endless amounts of it.<br />
<br />
{{Game_Data|[CREATURE:SPIDER_CAVE_GIANT]<br />
[DESCRIPTION:A large underground monster with eight legs and sharp, venomous teeth.]<br />
[NAME:giant cave spider:giant cave spiders:giant cave spider]<br />
[CASTE_NAME:giant cave spider:giant cave spiders:giant cave spider]<br />
[CREATURE_TILE:'S'][COLOR:7:0:0]<br />
[PETVALUE:2500]<br />
[PET_EXOTIC]<br />
[BIOME:SUBTERRANEAN_CHASM]<br />
[UNDERGROUND_DEPTH:1:2]<br />
[THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]<br />
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]<br />
[WEBBER:LOCAL_CREATURE_MAT:SILK]<br />
[NO_SLEEP]<br />
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]<br />
[LARGE_ROAMING][FREQUENCY:20][DIFFICULTY:3]<br />
[POPULATION_NUMBER:3:4]<br />
[CARNIVORE][NATURAL]<br />
[BUILDINGDESTROYER:1]<br />
[LARGE_PREDATOR]<br />
[SAVAGE]<br />
[GRASSTRAMPLE:10]<br />
[PREFSTRING:mystery]<br />
[NOBONES]<br />
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]<br />
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]<br />
[BODY_DETAIL_PLAN:CHITIN_TISSUES]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:10000]<br />
[BODY_SIZE:1:0:50000]<br />
[BODY_SIZE:2:0:100000]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[MAXAGE:20:30]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]<br />
[STATE_NAME:LIQUID:giant cave spider venom]<br />
[STATE_ADJ:LIQUID:giant cave spider venom]<br />
[STATE_NAME:GAS:boiling giant cave spider venom]<br />
[STATE_ADJ:GAS:boiling giant cave spider venom]<br />
[PREFIX:NONE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:giant cave spider bite]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]<br />
[SYN_INJECTED]<br />
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]<br />
[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PRIORITY:MAIN]<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ALL_ACTIVE]<br />
[HOMEOTHERM:10040]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]<br />
[TL_COLOR_MODIFIER:BROWN:1]<br />
[TLCM_NOUN:chitin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:eyes:PLURAL]<br />
[SELECT_MATERIAL:ALL]<br />
[MULTIPLY_VALUE:4]}}</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bedroom&diff=79391v0.31 Talk:Bedroom2010-04-03T03:29:22Z<p>Mikaka: Stuff from 40d that needs to be confirmed in 2010</p>
<hr />
<div>==Stuff from 40d that needs to be confirmed in 2010==<br />
*Do dwarves get all pissy from not having a chest in their room once the economy starts?<br />
*There is currently a bug concerning who sleeps where. Until that is resolved, it is unlikely we will be able to complete the Who sleeps where section.<br />
*Do nobles get angry if average dwarves have luxurious bedrooms? I'm not even sure if this was true in 40d...<br />
*Do dwarves still get angry about noise?<br />
--[[User:Mikaka|Mikaka]] 03:29, 3 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Bedroom&diff=79390v0.31:Bedroom2010-04-03T03:28:53Z<p>Mikaka: Copied over confirmed information from 40d. Commented out the bit about who sleeps where, since there is a bug that makes testing this impossible.</p>
<hr />
<div>{{av}}<br />
A '''bedroom''' is a {{l|room}} defined from a {{l|bed}}. Bedrooms are claimed or assigned to individual {{l|dwarves}} (or families of dwarves). Once a bedroom has an owner, it becomes the private quarters for that dwarf, where he/she will {{l|sleep}},store any belongings that are not carried, and hang out in if there is no {{l|meeting area}}. Alternatively, a bedroom may be designated as a {{l|barracks}} or {{l|dormitory}}.<br />
<br />
==Setup and ownership==<br />
To create a bedroom, you must first craft a {{l|bed}} in a {{l|carpenter's workshop}}, then {{k|b}}uild it. (Dwarves will not sleep in beds which have been produced in a workshop until they are placed via the build menu). Dwarves will sleep in beds that are built, but will not claim them until it is turned into a bedroom, and will have bad {{l|thoughts}} about not having slept in a proper bedroom. To turn a bed into a bedroom, you must {{k|q}}uery the bed, make a bed{{k|r}}oom out of it, and set it to the desired size. <br />
<br />
A dwarf will claim an unowned bedroom upon sleeping in it. The player can also manually assign bedrooms or change the ownership from one dwarf to another. Married couples have joint ownership of a single bedroom and sleep in the same bed; {{l|babies}} will also share a bedroom with their mother until they grow into children. A single dwarf may be assigned multiple bedrooms.<br />
<br />
Turning a bed into a bedroom makes all other pieces of {{l|furniture}} in the room (such as {{l|cabinet}}s and {{l|coffer}}s) usable by the dwarf that owns the bedroom. Owning furniture (especially high-quality furniture) gives dwarves happy {{l|thought}}s, and cabinets and coffers give them a place to store their possessions.<br />
<br />
To remove a bedroom, {{k|q}}uery the bed that the room comes from and {{k|f}}ree it. The bedroom will be removed, and the bed will become a normal, constructed bed.<br />
<br />
===Who will sleep where===<br />
Currently, there is a bug in 2010 causing assigned beds to be used by non-owners, even when there is a perfectly good unassigned or community bed available.<br />
<!--Prior to the start of the {{l|dwarven economy}}, civilian dwarves will sleep in any constructed bed that doesn't belong to a different dwarf. Their preference for where to sleep appears to be: own room, unclaimed bedroom, {{l|barracks}}, constructed bed not yet designated into a bedroom, and finally the cold hard floor (preferably in the barracks). After the start of the economy, they will only sleep in owned rooms or in the barracks.<br />
<br />
{{l|Military}} dwarves will sleep in the {{l|barracks}}, unless told to sleep in their own bedrooms via their squad's settings.<br />
<br />
Dwarves with the {{l|hunting}} labor enabled will sleep anywhere.--><br />
<br />
==Design tips==<br />
{{main|Bedroom design}}<br />
The living quarters of a fortress can take up a very large area, and since there will be constant {{l|traffic}} of dwarves going to and from their bedrooms, it is important to put some thought into the placement of the bedrooms. Simply making a long hall with rooms branching off from it is a simple method, but dwarves living at the end of the hall will have to travel a long time, and there will be a lot of dwarves bumping into each other at the entrance of the hall. Making multilevel living complexes can dramatically reduce the amount of time it takes for dwarves to travel to their bedrooms, thus giving them more time to do whatever it is you don't want them to do at that particular time.<br />
<br />
There is no need to build massive palaces for the average dwarf. They will get happy {{l|thoughts}} just from having a bedroom to claim as their own, though bigger and shinier ones will make them happier. Three tiles gives enough room for a {{l|bed}}, a {{l|cabinet}}, and a {{l|chest}}, everything a dwarf needs. These pieces of furniture do ''not'' block movement.<br />
<br />
Living areas should be placed away from {{l|workshops}} and other work areas, or else inhabitants will get {{l|thoughts|unhappy thoughts}} due to {{l|noise}}.<br />
<br />
{{Buildings}}<br />
[[Category:Rooms|Bedroom]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bed&diff=79371v0.31 Talk:Bed2010-04-03T02:46:53Z<p>Mikaka: Stuff from 40d that needs to be confirmed in 2010</p>
<hr />
<div>==Stuff from 40d that needs to be confirmed in 2010==<br />
*Can artifact beds be made from any material?<br />
*How does an injured dwarf decide on its bed?<br />
*Are there any adverse effects to deconstructing a bed while a dwarf is sleeping in it?<br />
Also, while we're at it, it seems like a lot of the info on this page would be better suited to the {{l|bedroom}} page, like the stuff about how to assign a bedroom to a dwarf. --[[User:Mikaka|Mikaka]] 02:46, 3 April 2010 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=v0.31:Bed&diff=79369v0.31:Bed2010-04-03T02:44:38Z<p>Mikaka: Brought over what information has been confirmed. See talk page for unconfirmed info.</p>
<hr />
<div>{{av}}<br />
A '''bed''' is a piece of {{l|furniture}} manufactured in a {{l|Carpenter's workshop}} and then constructed on an indoor floor. A constructed bed is the base object used to designate {{l|bedroom}}s. Once a bedroom is setup, it may be designated as a {{l|barracks}} or a {{l|dormitory}}. Manufacturing a bed requires one piece of {{l|wood}}. Dwarves gain unhappy {{l|thoughts}} from sleeping without a bed and happy thoughts from having their own, high quality bedrooms, so building beds is often a necessity for a happy fortress.<br />
<br />
Unlike many other pieces of furniture, beds can only be created from {{l|wood}}. If your fortress has no surface trees, you will have to bring wood with you, or rely on {{l|tower cap}}s underground or {{l|trading|trade}} to get wood for beds.<br />
<br />
A beginning fortress might only need 4-5 beds for their initial 7 dwarves, although as time passes and their sleeping rhythms get more out of sync, that number drops. Although a fortress of 100 dwarves might only need a dozen or so beds to accommodate all sleepers at any one time, by the time a fortress reaches that size, some private {{l|bedroom}}s will, most likely, be a good idea, and bedrooms can ''only'' be defined from a bed.<br />
<br />
Because beds may only be built {{l|indoors}}, a bed on the surface will need to have a floor or wall built above it before it can be constructed.<br />
<br />
To assign a dwarf their own bed, first, define a bedroom from that bed by {{k|q}}uerying the bed, then making a {{k|r}}oom, and using +/- to set the size of that {{l|room}}. Then, hit {{k|a}}ssign, and choose a dwarf from the list - the green ones are unassigned, the ''brown'' ones already have their own beds assigned. You can (re-)assign a bed when a different dwarf is already sleeping in it - the assignment will take effect when they wake up. Only one single dwarf can be assigned to any one bed, though it is possible for one dwarf to be assigned to multiple beds. If, after you assign a dwarf their bed, you see two dwarfs listed, don't panic - it's okay, they're {{l|married}}, and will share that bed. <br />
<br />
Beds can be deconstructed even while a dwarf is sleeping in them, causing the dwarf to wake up. See {{l|noise}}, however.<br />
<br />
{{Buildings}}<br />
<br />
[[Category:Furniture|Bed]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Trade&diff=7935140d:Trade2010-04-03T02:11:15Z<p>Mikaka: Fixed redirect</p>
<hr />
<div>#REDIRECT [[40d:Trading]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Married&diff=7934940d:Married2010-04-03T02:10:33Z<p>Mikaka: Fixed redirect</p>
<hr />
<div>#REDIRECT [[40d:Marriage]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Artifact&diff=7934740d:Artifact2010-04-03T02:08:42Z<p>Mikaka: Unfortunately it seems {{l}} does not work with redirects.</p>
<hr />
<div>#REDIRECT [[40d:Legendary artifact]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Artifact&diff=7934640d:Artifact2010-04-03T02:07:52Z<p>Mikaka: </p>
<hr />
<div>#REDIRECT {{l|Legendary artifact}}</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Artifact&diff=7934540d:Artifact2010-04-03T02:07:42Z<p>Mikaka: Fixing redirect</p>
<hr />
<div>#REDIRECT {{l|40d:Legendary artifact}}</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d_Talk:Military_design&diff=4952340d Talk:Military design2009-06-04T22:33:18Z<p>Mikaka: Some thoughts</p>
<hr />
<div>:'''Editors & Contributors''' - If you include diagrams, try as much as possible to to use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc. It's understood that there are no standard symbols for every purpose and military designation, and distinguishing from goblins and mountain goats may be desirable, but as far as possible let's keep it standardized. <br />
<br />
:Future DF wiki users thank you.<br />
<br />
==New Pages, new organization==<br />
There had been about 5-6 pages on "defense", and articles and advice on various topics were scattered and repeated across all of them. This is an effort to re-organize them into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - a General guide and overview [[Defense guide]], and 3 articles on specific design - layout and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on organizing your military ([[Military design]]).<br />
<br />
Discussion from any pages removed or renamed will be placed (or linked) under one of those four.--[[User:Albedo|Albedo]] 06:21, 4 June 2009 (UTC)<br />
<br />
== Some thoughts ==<br />
I postulate that a more accurate name for this page would be [[Military guide]]. "Design" is a word that ought to be reserved for architecture.<br />
<br />
Also, before anyone gets too excited about editing this page, remember that Toady is in the process of dramatically changing the way squads are commanded. I'm not trying to discourage editing, just keep in mind that it's going to have to be rewritten with the next release. --[[User:Mikaka|Mikaka]] 22:33, 4 June 2009 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Defense_guide&diff=4332340d:Defense guide2009-06-04T19:12:37Z<p>Mikaka: /* Different philosophies */ Some formatting things.</p>
<hr />
<div>In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves and take their things. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of [[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 "defense" 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.<br />
<br />
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, or otherwise just enjoy nature, and while outside your the bounds of your fortress they can find themselves quite vulnerable. Lastly is game style - you want the game to be "fun" for you, and with some situations 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.<br />
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For specific suggestions, descriptions, blueprints or examples, see also:<br />
Trap Design<br />
Military Design<br />
Fortification(?) Design/Defense(?) Design/_________<br />
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'''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.<br />
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==General guidelines==<br />
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While admitting that "Rules are made to be broken", there are some general recommendations that have a proven value in defending a fortress:<br />
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* '''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.)<br />
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* '''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 [[cage]]s ''inside'' your fortress. The choke points between the circles are where you build traps and doors, and station troops.<br />
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* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]] archers, door-breaking [[troll]]s, invisible [[kobold]] master thieves, dive-bombing [[giant eagle]]s, flame-breathing [[fire imp]]s, angry [[elephants]], and a [[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 dwarfs, they will, just believe it) you will have a buffer of defense to fall back on.<br />
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==Threats==<br />
Danger comes in a variety of forms in Dwarf Fortress. Understanding the diverse threats is the first step to keeping your dwarves alive.<br />
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:*'''Wild animals'''<br />
::Creatures vary in threat and habits. Some [[animal]]s are quite dangerous, but most are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. Some few are able to destroy doors and hatches, statues and other [[building]]s, and some are thieves (see below), or will eat your food (such as [[Grizzly_bear|bear]]s). A lone animal, even a clear predator, will usually flee from a stronger force, but some [[undead]] and evil creatures can be blindly aggressive. Combat is random, and any animal can kill any dwarf - and vice versa.<br />
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::Wild animals can appear from the topside, but also from an [[underground river]] or [[underground pool|pool]] that you find by mining into it. In evil or savage [[surroundings]], the creatures can be both much tougher and more aggressive.<br />
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:*'''Thieves & child snatchers'''<br />
::Many creatures are "thieves" in the general sense - tribes of [[rhesus macaque]]s or [[raccoon]]s offer their own potential headaches, grabbing items of value and running. But a creature with a listed ( {{k|u}} ) [[profession]] of [[Thief]] has a few additional nasty surprises, namely being invisible until spotted by your dwarves or [[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). [[Kobold]]s and [[goblin]]s are individually more dangerous than animals, but when spotted there's a special [[alert]] message, either "'''Protect the hoard!'''" or "'''Protect the children!'''", as appropriate. A small tribe of monkeys can flood an unsecured area unannounced, and it doesn't matter how many you kill if one or three make off with some prized possessions.<br />
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:*'''Ambushes'''<br />
::An [[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 "'''An ambush! Curse them!'''" 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.<br />
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:*'''Siege'''<br />
::A [[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 "A vile force of darkness has arrived!" While siegers are on the map, the word "SIEGE" 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 [[war]] with a civilization, expect annual sieges at least.<br />
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:*'''Enemy archers'''<br />
::Attackers with [[bow]]s or [[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. <br />
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:*'''Building destroyers'''<br />
::Some creatures have the [[BUILDINGDESTROYER]] [[creature tokens|tag]] in their [[RAW file]]. This gives them the fearful capacity of tearing apart your doors and bridges and anything else that is built with the {{k|b}} + {{k|C}} keys. (This does ''not'' include walls.)<br />
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:*'''Flying animals'''<br />
::Currently, without modding, the only flying creatures are wild animals, like the [[giant eagle]]. Being aware of their presence is often all you can do until they choose to come to you.<br />
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:*'''Megabeasts'''<br />
::A [[megabeast]] is a particularly powerful and dangerous creature, such as a [[dragon]] or [[titan]]. Meagabeasts 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.<br />
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:*'''War'''<br />
::Before hitting that {{k|e}} and embarking, {{k|tab}} to civilizations on the pre-embark screen, and see if you are at [[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.<br />
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==Elements of a defense==<br />
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Dwarf Fortress is very open-ended, and any number of defensive, engineering, fortification and military principles will work in DF that have worked in reality. Combine different elements into the defense you want.<br />
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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 resource. 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 traders from arriving, 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.<br />
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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 [[Ballista | ballista]]e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.<br />
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===Physical layout===<br />
These are the [[wall]]s, [[floor]], [[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.<br />
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'''Terrain'''<br />
:The lay of the land can be your friend, but the way of the dwarf is to shape the land as needed. Removing slopes can create safe, private terraces and valley walls that prevent all access. Chasms and rivers (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 archers (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 marksdwarfs can overlook any who come and go. Augmented by constructions below, the terrain becomes your first option for defense.<br />
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:Some players take quite a while looking around and thinking about the terrain before unpausing the game, planning their fortress entrance and envisioning basic defenses.<br />
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'''Walls'''<br />
: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 protect against that, build [[fortification]]s. <br />
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'''Fortifications'''<br />
:[[Fortification]]s are the marksdwarf's friend. They 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. Keep your marksdwarves close and keep enemies away - if an enemy archer can walk up to your fortifications, they provide zero protection from that missile fire. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. Fortifications have no effect on [[siege engine]]s.<br />
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:Like Fortifications, Vertical [[Bars]] and Wall [[Grate | Grates]] will also allow projectiles to fire through them while impeding units' movement. Unlike Fortifications, Bars and Grates may be connected to a [[Lever]], and opened or closed remotely - thus, they are good for forming portcullis. These constructions provide no defense - the missile fire works both ways equally.<br />
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'''Doors, and Hatches'''<br />
:[[Door]]s and [[hatch]]es are the most obvious way to keep any enemy out. Door can only be double-wide - not enough to seal up an entrance for a [[wagon]]. You can [[forbid]] doors to keep [[humanoid]] enemies out, and your dwarves in. Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.<br />
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'''Floodgates'''<br />
:[[Floodgate|Floodgates]], alone or in a line, may be used as removable walls, since they need no support and disappear when "opened" remotely, although using a wide drawbridge will be much more economical in terms of [[Mechanism]]s. (Be aware that Megabeasts 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.)<br />
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: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. <br />
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'''Moats'''<br />
:Channeling a ditch is a fast and effective defense. 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.<br />
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: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 is just a big remote control door. (This doesn't work with retracting bridges.)<br />
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'''Bridges'''<br />
:Bridges come in 3 forms - a permanent construction ''(essentially a "wall" or floor built out over a void)'', a retractable bridge, and a drawbridge. The movable type have a maximum size of 10x10 (including one solid "anchor" 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.<br />
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:A retractable/raise-able [[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. [[Channel]]s may be dug to form ditches, or moats - be aware of what might exist or be planned for the next [[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 [[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.) With a drawbridge, they will be flung some tiles in a random direction, possibly being injured when they land.<br />
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:Drawbridges can throw creatures a distance (in a random direction) when the bridge is raised, 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 [[Dwarven Atom Smasher]].<br />
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:A drawbridge works as a door when "raised", sealing the passage it raises against. Consider this, as well as security from [[building destroyer]]s, when choosing the direction a drawbridge is to raise.<br />
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: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 [[lever]] has to be pulled by a civilian, not a 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.<br />
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====Remote control====<br />
:*'''Barriers'''<br />
::If you link a [[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 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.<br />
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::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 "close" signal will be lost. Any lever will have to be pulled twice more - to reset to "open", and then to (try to) close again. This is not the case with drawbridges, which crush anything and everything below them when they close.<br />
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:*'''Automated barriers & traps'''<br />
::You can automate a barrier or trap by using a [[pressure plate]] instead of a lever, but there are complications there. Only "enemies" 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.<br />
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===Traps===<br />
{{main|Trap}}<br />
The most reliable way to stop intruders is lots of [[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 [[fun]] and challenge out of the game - use accordingly.<br />
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There are several types of [[trap]]s that a [[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 [[lever]]s or [[pressure plate]]s. (See [[Trap design]].<br />
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Note that some few creatures and enemies have the "trap avoid" token, potentially negating this defense against them. <br />
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===Military===<br />
{{main|Military}}<br />
A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[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. <br />
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A sufficiently large military can be used as a reactive force to rescue ambushed dwarves and safeguard the passage of caravans thru 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 squad organization may make ordering a large army easier, a squad commander who is sleeping, eating, or drinking prevents his entire squad from responding. At best, an army should be considered supplemental for defending dwarves outside your fortress.See [[Military design]] for different options.<br />
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===Animals===<br />
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes adjacent to them, that enemy is revealed and an [[announcement]] is generated and the game paused (even by wild animals!). Most animals aren't strong enough to take more than one armoured 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. '' <br />
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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 delay goblin warriors while you respond. Also, the death of any animal will be [[announcement|announced]] (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some [[tame]]d animals will not fight goblins!)''<br />
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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.<br />
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[[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. <br />
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===Siege engines===<br />
{{main|Siege engine}}<br />
Siege engines take some planning to use effectively. Both catapults and ballistae can be very deadly, but both have their drawbacks. The most important factors are 1) that, unlike [[crossbow]]s, both can only fire at targets on the same [z-level]], and 2) that they are manned by civilians who will flee if any enemy gets too close. (See [[siege weapon]] for full information and suggestions.) <br />
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==Considerations==<br />
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 [[fun]]...<br />
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===Surface jobs===<br />
There are many times when dwarfs want to work on the surface. [[Wood cutting]], [[gathering plants]], [[hunting]], [[fishing]], [[mining]] exposed [[vein]]s or gems, building defenses or other structures, [[grower|growing]] above-ground [[crop]]s, [[Health care|helping wounded comrades]] or recovering dropped items are only the most likely. Often they are alone and vulnerable to [[creature|wild beasts]] or [[ambush]]es.<br />
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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 another example of dwarves working above ground. <br />
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Making smaller enclosures in key areas with underground tunnels leading to them can be easier as a 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.<br />
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Having military stationed or patrolling nearby is another option. <br />
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===Water sources===<br />
Access to [[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 [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.<br />
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Some water sources are good locations for [[fishing]], providing food during longer sieges.<br />
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===Civilians stay underground===<br />
This setting, in the [[Standing_orders|orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the "entrance dance" - they will attempt to leave the fortress, and only cancel jobs once they reach the surface, as defined by the first "above ground" tiles they hit. Having entries with a "skylight" a distance before the actual exit can solve this - and building walls around the skylight prevents archers from shooting down into it. Doesn't protect against flying creatures, though.<br />
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Similarly, keep in mind that the military access to defensive chokepoints should be outside. If you try to set up your defense at the edge of your underground area, ordering your civilian dwarves to "stay inside" has the result that your carefully designed "kill zone" will be chock full of your own dwarves at the critical moment.<br />
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It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. 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. <br />
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* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. <br />
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* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. <br />
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* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[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}}.<br />
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* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can easily delete your Graveyard [[stockpile]]s. Dwarves don't haul things if there's no stockpile to place them in. Turning off or removing [[coffin]]s stops burials as well. <br />
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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.<br />
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===Civilians trapped outdoors===<br />
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.<br />
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===Trade depot & caravans===<br />
Factoring in a 3-tile wide access to the [[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 [[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 armoured escorts when expecting a caravan.<br />
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Only [[wagon]]s need a three tile wide path to the depot, so the [[elves]] and some of the dwarven and human merchants can still get through if it's only 1-tile wide. You will possibly want to build the depot underground, so civilian dwarves can access the depot and goods. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff.<br />
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===Branching corridors===<br />
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.<br />
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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.<br />
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===Levers===<br />
Be careful where you place the [[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 [[meeting area]] or bedrooms of [[nobles]] is often a good plan. Make sure that the entire path to each lever is [[underground]] or your dwarves might be unable to reach them if told to "stay underground" (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. <br />
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Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room. Pumping is a good way to build up your dwarves' [[Attribute|attributes]] 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.<br />
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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 [[Waterfall|waterfalls]]. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)<br />
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Use [[Notes]] 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 [[stone]] if that works for you.<br />
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==General Suggestions==<br />
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===First concerns===<br />
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====pre-embark decisions====<br />
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 [[ambusher]] skill starts with a [[Ambusher#Free equipment|free equipment]] - a suit of [[leather armour]], a [[crossbow]] and several dozen steel [[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 [[bauxite]]?) 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.<br />
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For most starts, unless your embark location is very close to a [[chasm]] mouth or open [[magma vent]], or you are starting in an [[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 [[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. <br />
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====Striking the earth====<br />
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.<br />
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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. <br />
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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.<br />
<br />
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...<br />
<br />
#####################<br />
(a) ? (-trap .....#<br />
? area-) . .# (A's/SE)<br />
################....#<br />
# #<br />
#D D#<br />
# # <br />
<Inner Fortress><br />
<sub>(Not to Scale)</sub><br />
<br />
(a) = bait animal, on [[restrain]]t<br />
# = tunnel walls, above-ground walls, valley walls with slopes removed, and/or channels<br />
? = ramp up, drawbridge, moat, defensive structures, or combination of all<br />
traps = mechanic's traps and/or complex death traps, as you wish.<br />
....<br />
. . = area open to sky, to prevent "dwarves staying inside" from archers outside entrance<br />
....<br />
D = wardog on [[restrain]]t<br />
(A's/SE)= future site for archers and/or [[siege engine]]s (planning ahead)<br />
<br />
<br />
The above might be longer or shorter, partially or entirely above or below ground, or have more turns. The "inner fortress" 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.<br />
<br />
====It's mine!====<br />
Consider how you will secure your valuables, your entrance, and any land you want to claim as "dwarf only" - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any [[farm plot]]s and [[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 "gate" that you can open and shut until you have a [[mechanic's workshop]] and some [[mechanism]]s for levers, to link to a [[drawbridge]].<br />
<br />
====Inside vs. outside====<br />
Not "above ground" vs "subterranean", but the border where the inside of your fortress starts, what you claim as "yours" vs "out there". Some fortresses just have one main gate, some try to own the entire map. Some have an "airlock", 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. <br />
<br />
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 "security" is worth. Hey, it's not like ''you'' have to do the heavy lifting.<br />
<br />
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 "configuration", but several different options all side by side. <br />
<br />
====Mechanic's traps====<br />
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.<br />
<br />
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 & etc from those corpses, just not breeding stock.)<br />
<br />
As your dwarfs creates weapons, as you trade for them, or (later) as you gather those of your fallen enemies, [[weapon trap]]s will become attractive. There is no hard rule or formula for all this - be creative.<br />
<br />
====Complex traps====<br />
Between levers, pressure plates, water and magma, much fun can be had. But this article won't deal with any specifics. (See [[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.<br />
<br />
====Military====<br />
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 [[Military Design]] for a more complete discussion on planning and deploying military and militia.<br />
<br />
==Different philosophies==<br />
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 "defense" will serve everyone's tastes.<br />
<br />
===Losing is fun===<br />
There is no final "win" in Dwarf Fortress, no end point or Easter egg that says "Congratulations!" - 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. <br />
<br />
==="Fun" vs. security===<br />
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 invite combat. New 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 [[fun]].<br />
<br />
For more specific suggestions, see also:<br />
<br />
:* [[Trap design]] (for specific suggestions, descriptions and blueprints for traps)<br />
:* [[Defense design]] (for specific suggestions, descriptions and blueprints for fortress layout)<br />
:* [[Military design]] (for specific suggestions and suggestions for organizing soldiers & military)<br />
<br />
<br />
==See also==<br />
* [[Defense design]]<br />
* [[Trap design]]<br />
* [[Military design]]<br />
<br />
[[Category:Guides]]<br />
[[Category:Fortress defense| ]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&diff=4688040d Talk:Thief2009-06-04T18:54:31Z<p>Mikaka: /* Revamp plan */ Go for it.</p>
<hr />
<div>== Thieves unseen by other hostiles ==<br />
<br />
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit. Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood. So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother. --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)<br />
<br />
== Goes through walls? ==<br />
<br />
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)<br />
<br />
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards... Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)<br />
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)<br />
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)<br />
::::Except there were no socks or sandals lying outside the walls, only bolts. --[[User:Myroc|Myroc]] 10:11, 16 February 2009 (EST)<br />
:::::Oh, I didn't see that part. Whoops. Um, in that case I have no idea how this would happen. I'm rather certain they can't go through walls, as they are no different from a normal creature. Go check the raws, and see if it has anything "funny" in for kobolds.--[[User:Destor|Destor]] 10:22, 16 February 2009 (EST)<br />
<br />
== "Some thieves can bypass traps" ==<br />
<br />
This phrase seems to imply that it's only a rare breed of thieves that bypass traps, but I've got an entire tunnel of 30+ layers of cage traps, and I've watched kobold thieves run in and out with impunity (though they've never made it through the war dog pit for obvious reasons). Would stonefall / weapon traps work better, or are they just completely immune? &mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 03:59, 31 May 2009 (UTC)<br />
:If I remember correctly, Kobold thieves will always walk right through traps regardless of type. I'm not sure if goblins will or not. Theres something in the raws like trap immune or something along those lines, so those creatures will only trigger traps by falling unconscious on them, if then. --[[User:Silver|Silver]] 06:17, 31 May 2009 (UTC)<br />
<br />
== Revamp plan ==<br />
<br />
I plan on revamping this page later today or tomorrow. Things I plan on adding/changing:<br />
<br />
-Distinguishing snatchers/thieves<br />
<br />
-Defense against thieves<br />
<br />
-Why thieves come, what they lead to<br />
<br />
-Races/types of thieves<br />
<br />
-etc.<br />
<br />
Anything else you guys can think of? I also want to add some facts, such as artifacts being able to be stolen, etc. <sub>unsigned by [[User:SirPenguin]]</sub> <br />
<br />
:Add your sig? ;D Quick bullet points of thieves here: [[Defense guide#Threats]] The phrase ''"Some thieves can bypass traps as well"'' is annoyingly vague - any expansion/clarification on that? Threat assessment in combat, re those knives? (I believe a wardog or untrained wrestler can usually take them, but also often with some lower level of injury.) Confirm/refute the ability to bypass doors linked to levers? (this may take testing.) Comment on thieves sneaking in w/ caravans when "door is open". I'd say keep side comment on "animal thieves" as is - about right imo. --[[User:Albedo|Albedo]] 18:11, 4 June 2009 (UTC)<br />
<br />
::I'd say the article should go <br />
::-Types of thieves (races, levels, etc., include animals here)<br />
::-Defense against thieves<br />
::-Maybe why thieves come and what they lead to.<br />
::It seems to me that the Distinguishing snatchers/thieves is redundant with the different types of thieves. Also, the Why thieves come and what they lead to could be explained in the introduction, unless there is a great deal more to this then "Thieves come if you have neighboring civilizations of the appropriate race. More wealth will generally lead to more thieves. If a fortress suffers enough successful thefts, the civilization may send ambushes". But anyways, go for it. The article definitely needs a rewrite. --[[User:Mikaka|Mikaka]] 18:54, 4 June 2009 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Tower-cap&diff=822140d:Tower-cap2009-06-04T06:45:42Z<p>Mikaka: Made it look a little fancy. Just a little.</p>
<hr />
<div>'''Tower-caps''' are a type of mushroom-like [[subterranean]] [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce tower-cap [[log]]s. Tower-caps will grow ''only if'' you have discovered an [[underground]] [[river]] or [[underground pool]]. Such features can be located using the [[site finder]] and on the local view during embarkation, if the relevant [[init]] and [[world generation]] parameters are set. As with normal trees, they take about 1 and a half years to fully grow.<br />
<br />
== Underground tree farms ==<br />
If you have discovered an underground river or pool, tower-caps will start spontaneously growing in muddied subterranean areas (rock or soil), or unmuddied subterranean soil with a solid soil layer underneath. It is possible to make a safe underground chamber where your dwarves may harvest wood without exposing themselves to the dangers of the surface world. <br />
<br />
On the subject of spawning tower-caps, [[Toady]] said:<br />
<blockquote>''Right now, you can't plant tower-caps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do. Later, you should be able to plant them. There are no arbitrary vegetation caps now<sup>1</sup>.''</blockquote><br />
::<sup>1:The "arbitrary vegetation caps" comment is referring to the old limit of 200 tower caps growing by the [[cave river]] in the [[mud]].</sup><br />
<br />
To design a tower-cap [[farm]], refer to [[Irrigation#Reservoir_irrigation|reservoir irrigation]], which can be used for a variety of purposes.<br />
<br />
Beware that young tower caps, like young [[tree]]s, will be killed if repeatedly walked upon.<br />
<br />
{{Game_Data|[MATGLOSS_WOOD:GIANT_SHROOM]<br />
[NAME:tower-cap][ADJ:tower-cap]<br />
[TILE:5]<br />
[PREFSTRING:great size]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[SOLID_DENSITY:600]}}<br />
{{Wood FAQ}}<br />
<br />
[[Category:Trees]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Defense_design&diff=4944640d:Defense design2009-06-04T06:37:41Z<p>Mikaka: /* goblin detour */ Made the diagram clearer. Sang songs in my head while I did it.</p>
<hr />
<div>This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain into a defensible whole. <br />
<br />
See the [[Defense guide|Defense Guide]] for a general overview of threats and considerations for fortress defense.<br />
<br />
For suggestions on training, organizing and deploying soldiers and militia, see [[Military Design]].<br />
<br />
Many defenses rely on complex traps as a central part, that are, essentially, the defense themselves. For complex traps that are '''not''' a minor/optional part of a larger defensive plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]]. <br />
<br />
----<br />
<br />
<br />
:'''''Editors & Contributors''' - Please see top of [[Talk:Defense design|discussion page]] before posting.''<br />
<br />
<br />
=Entrance designs=<br />
<br />
===Siege Engines===<br />
One effective way to have [[Siege engine]]s (help) defend your fortress is:<br />
<br />
*<tt>+</tt> - floor<br />
*<tt>═</tt> - wall<br />
*<tt>▼</tt> - ramp<br />
*<tt>\</tt> - channel<br />
*<tt>╬</tt> - fortification<br />
<br />
<br />'''One ballista vs 3-wide hallway'''<br />
<pre>|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|═|═|═<br />
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▀|▀|<br />
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|◄|═|«<br />
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▄|▄|<br />
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|═|═|═|═|═</pre><br />
<br />
Using this design you can cripple an army using a well timed volley. The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles. The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.<br />
<br />
3 (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles. <br />
<pre> |╦|═|═|═|<br />
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|╦|═|═|║|▐|▀|▀|<br />
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║| ║|▐|▀|▀|◄|═|« (~ammo~)<br />
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|▐|▀|▀|◄|═|«|▐|▄|▄|<br />
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|◄|═|«|▐|▄|▄| (~ammo~)<br />
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|▐|▄|▄| (~ammo~)<br />
|═|═|═|═|═|═|═|═|═|</pre><br />
Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them. Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.<br />
<br />
<br />
===Flooded entrance===<br />
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.<br />
<br />
The basic premise requires two levers, two [[screw pump]]s and two [[Gear assembly|gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with [[water]] or [[magma]] for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.<br />
<br />
[[Image:Entflood.jpg]]<br />
<br />
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. <br />
<br />
=== The "Reverse Battlement" design ===<br />
<br />
<pre> |'|'|'|'|'|║|+|+|+|║|'|'|'|'|'<br />
F |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═<br />
O |.|.|.|.|.|╬|@|+|+|║|.|g|.|g|.<br />
R |.|.|.|g|.|╬|@|+|+|║|.|.|.|.|g<br />
T |.|.|.|.|.|╬|@|+|+|║|.|.|g|.|. <- Direction <-<br />
R |.|.|.|.|g|╬|@|+|+|║|g|.|.|g|g <- of attack <-<br />
E |.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.<br />
S |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═<br />
S |'|'|'|'|'|║|+|+|+|║|'|'|'|'|'</pre><br />
<br />
:* <tt>.</tt> = ground level<br />
:* + = bridge/overpass<br />
:* ╬ = fortification<br />
:* <tt>═</tt> = wall, channel or other obstacle (to force path of attackers)<br />
:* <tt>@</tt> = marksdwarf<br />
:* <tt>g</tt> = goblin attackers<br />
<br />
<br />
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.<br />
<br />
For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and Dwarfs can "stay inside"). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.<br />
<br />
If you're feeling especially nasty, make the tunnel really long into the mountain and add a [[Fortress defense#Siege Engines|ballista battery]] (see below). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.<br />
<br />
''(Adding ammo stockpiles, of your best quality bolts, to these stations will speed up reloading for longer sieges/battles. Even adding small, convenient food and alcohol stockpiles is not unheard of. Some designers place access to/from archery ranges very close to these stations, for faster deployment.)''<br />
<br />
===Flooded entrance===<br />
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.<br />
<br />
The basic premise requires two levers, two [[screw pump]]s and two [[Gear assembly|gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with [[water]] or [[magma]] for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.<br />
<br />
[[Image:Entflood.jpg]]<br />
<br />
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. <br />
<br />
==AI abuse==<br />
Taking advantage of the game's Artificial Intelligence and [[path]]finding is a whole article in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be automated via [[pressure plate]]s. This might count as an [[exploit]], or not - that's up to you, and what you consider fun and challenging.<br />
<br />
<br />
==Airlock defenses/buffer zone==<br />
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. <br />
<br />
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.<br />
<br />
<br />
==Control Room==<br />
Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your [[meeting area]]s and [[noble]]s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers.<br />
<br />
It may also be an idea to have a second lever to at least one door, for emergency access. And possibly to add a stockpile of booze and food or a well for longer sieges.<br />
<br />
<br />
==Roach motel==<br />
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. <br />
<br />
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone#Pit.2FPond|pit]]/pond. That way, you can "reload" a new bait animal.<br />
<br />
==Pathing slowdowns==<br />
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.<br />
<br />
==Meeting hall as defense==<br />
TACTIC<br />
You can use a meeting hall [[zone]] to attract animals to a given area. This makes a pretty poor defense in general, but in the very early game, it's a way to defend your wagon and stockpiles from thieving animals. Remove the zone later, or it attracts idle dwarves and children. <br />
<br />
==Guard towers (aka pillboxes)==<br />
Build a [[tower]] specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. Thse tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[fortification]]s on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and [[dining room]] in or near the tower. Add a door or hatch to lock them in.<br />
<br />
===Siege engine turrets===<br />
If it's big enough, build a [[siege engine]] inside a pillbox. The device needs to on the same lever as the target it will fire at, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall. You will want to guarantee that enemies do not approach the position and scare the civilian operators - dig a moat, remove some slopes or build some secondary fortifications to keep enemies at a distance. Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the "dwarves stay underground" order must be off unless this is built as an open room under a ceiling.<br />
<br />
Fortunately, siege engines can fire through fortifications, just like normal projectiles. Unfortunately, fortifications will protect enemies from your archery fire (but not siege engine fire.)<br />
<br />
<br />
==3 Bridges==<br />
<br />
[[Image:defense_3bridges.png|thumb|right]]<br />
An example of some advanced defensive construction tactics to deal with vile forces of "any" size. (See picture).<br />
<br />
*'''Bridge 1''' seals off the entire base<br />
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped path of death.<br />
*'''Bridge 3''' seals the inside of the fortress<br />
<br />
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.<br />
<br />
<br />
===Goblin detour===<br />
<br />
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.<br />
*<tt>═</tt> - Wall <br />
*<tt>╬</tt> - [[fortification]]<br />
*<tt>+</tt> - Floor, the path the attackers must take<br />
*A space - pit (filled with [[Trap#Upright Spear/Spike|spikes]], [[water]], [[magma]], whatever you prefer)<br />
*<tt>@</tt> - [[Marksman|Marksdwarves]] <br />
*<tt>1, 2, 3</tt> - Bridges (3 shown) over pits<br />
<pre><br />
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|E|N|T|R|A|N|C|E|+<br />
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|+|+|╚|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╗| |+|+|+| |╬|@|+<br />
|+|+|+|@|@|@|@|@|@|@|@|@|@|@|@|@|@|@|╬| |+|+|+| |╬|@|+<br />
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|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬| |+|+|+| |╬|@|+<br />
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╗|+|+|@|╬| |+|+|+| |╬|@|+<br />
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |+|+|+| |╬|@|+<br />
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |+|+|+| |╬|@|+<br />
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |3|3|3| |╬|@|+</pre><br />
The 3 tile wide lane is for traders, so if you have your [[trade depot]] before this location,<br />
cut it down to a 1 tile lane to slow down invaders more.</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Defense_guide&diff=4331740d:Defense guide2009-06-04T06:29:52Z<p>Mikaka: Some formatting adjustments.</p>
<hr />
<div><!--<br />
WORK IN PROGRESS (as of June 2, '09)<br />
BEFORE EDITING, SEE HIDDEN SECTION AT BOTTOM FOR SAVED SUBSECTIONS<br />
--><br />
In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves and take their things. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of [[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 "defense" 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.<br />
<br />
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, or otherwise just enjoy nature, and while outside your the bounds of your fortress they can find themselves quite vulnerable. Lastly is game style - you want the game to be "fun" for you, and with some situations 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.<br />
<br />
<!--<br />
For specific suggestions, descriptions, blueprints or examples, see also:<br />
Trap Design<br />
Military Design<br />
Fortification(?) Design/Defense(?) Design/_________<br />
--><br />
<br />
'''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.<br />
<br />
==General guidelines==<br />
<br />
While admitting that "Rules are made to be broken", there are some general recommendations that have a proven value in defending a fortress:<br />
<br />
* '''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.)<br />
<br />
* '''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 [[cage]]s ''inside'' your fortress. The choke points between the circles are where you build traps and doors, and station troops.<br />
<br />
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]] archers, door-breaking [[troll]]s, invisible [[kobold]] master thieves, dive-bombing [[giant eagle]]s, flame-breathing [[fire imp]]s, angry [[elephants]], and a [[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 dwarfs, they will, just believe it) you will have a buffer of defense to fall back on.<br />
<br />
==Threats==<br />
Danger comes in a variety of forms in Dwarf Fortress. Understanding the diverse threats is the first step to keeping your dwarves alive.<br />
<br />
:*'''Wild animals'''<br />
::Creatures vary in threat and habits. Some [[animal]]s are quite dangerous, but most are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. Some few are able to destroy doors and hatches, statues and other [[building]]s, and some are thieves (see below), or will eat your food (such as [[Grizzly_bear|bear]]s). A lone animal, even a clear predator, will usually flee from a stronger force, but some [[undead]] and evil creatures can be blindly aggressive. Combat is random, and any animal can kill any dwarf - and vice versa.<br />
<br />
::Wild animals can appear from the topside, but also from an [[underground river]] or [[underground pool|pool]] that you find by mining into it. In evil or savage [[surroundings]], the creatures can be both much tougher and more aggressive.<br />
<br />
:*'''Thieves & child snatchers'''<br />
::Many creatures are "thieves" in the general sense - tribes of [[rhesus macaque]]s or [[raccoon]]s offer their own potential headaches, grabbing items of value and running. But a creature with a listed { {k|u}} ) [[profession]] of [[Thief]] has a few additional nasty surprises, namely being invisible until spotted by your dwarves or [[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). [[Kobold]]s and [[goblin]]s are individually more dangerous than animals, but when spotted there's a special [[alert]] message, either "'''Protect the hoard!'''" or "'''Protect the children!'''", as appropriate. A small tribe of monkeys can flood an unsecured area unannounced, and it doesn't matter how many you kill if one or three make off with some prized possessions.<br />
<br />
:*'''Ambushes'''<br />
::An [[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 "'''An ambush! Curse them!'''" 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.<br />
<br />
:*'''Siege'''<br />
::A [[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 "A vile force of darkness has arrived!" While siegers are on the map, the word "SIEGE" 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 [[war]] with a civilization, expect annual sieges at least.<br />
<br />
:*'''Enemy archers'''<br />
::Attackers with [[bow]]s or [[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. <br />
<br />
:*'''Building destroyers'''<br />
::Some creatures have [[BUILDINGDESTROYER]] [[creature tokens|tag]] in their data file. This gives them the fearful capacity of tearing apart your doors and bridges and anything else that is built with the {{k|b}} + {{k|C}} keys. (This does ''not'' include walls.)<br />
<br />
:*'''Flying animals'''<br />
::Currently, without modding, the only flying creatures are wild animals, like the [[giant eagle]]. Being aware of their presence is often all you can do until they choose to come to you.<br />
<br />
:*'''Megabeasts'''<br />
::A [[megabeast]] is a particularly powerful and dangerous creature, such as a [[dragon]] or [[titan]]. Meagabeasts 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.<br />
<br />
:*'''War'''<br />
::Before hitting that {{k|e}} and embarking, {{k|tab}} to civilizations on the pre-embark screen, and see if you are at [[war]] with anyone. If so, things can get hot fast, with more ambushes and sieges. This is unusual, but a nasty surprise if you didn't check.<br />
<br />
==Elements of a defense==<br />
<br />
Dwarf Fortress is very open-ended, and any number of defensive, engineering, fortification and military principles will work in DF that have worked in reality. Combine different elements into the defense you want.<br />
<br />
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 resource. 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 traders from arriving, 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.<br />
<br />
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 [[Ballista | ballista]]e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.<br />
<br />
===Physical layout===<br />
These are the [[wall]]s, [[floor]], [[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.<br />
<br />
'''Terrain'''<br />
:The lay of the land can be your friend, but the way of the dwarf is to shape the land as needed. Removing slopes can create safe, private terraces and valley walls that prevent all access. Chasms and rivers (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 archers (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 marksdwarfs can overlook any who come and go. Augmented by constructions below, the terrain becomes your first option for defense.<br />
<br />
:Some players take quite a while looking around and thinking about the terrain before unpausing the game, planning their fortress entrance and envisioning basic defenses.<br />
<br />
'''Walls'''<br />
: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 protect against that, build [[fortification]]s. <br />
<br />
'''Fortifications'''<br />
:[[Fortification]]s are the marksdwarf's friend. They 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. Keep your marksdwarves close and keep enemies away - if an enemy archer can walk up to your fortifications, they provide zero protection from that missile fire. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. Fortifications have no effect on [[siege engine]]s.<br />
<br />
:Like Fortifications, Vertical [[Bars]] and Wall [[Grate | Grates]] will also allow projectiles to fire through them while impeding units' movement. Unlike Fortifications, Bars and Grates may be connected to a [[Lever]], and opened or closed remotely - thus, they are good for forming portcullis. These constructions provide no defense - the missile fire works both ways equally.<br />
<br />
'''Doors, and Hatches'''<br />
:[[Door]]s and [[hatch]]es are the most obvious way to keep any enemy out. Door can only be double-wide - not enough to seal up an entrance for a [[wagon]]. You can [[forbid]] doors to keep [[humanoid]] enemies out, and your dwarves in. Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.<br />
<br />
'''Floodgates'''<br />
:[[Floodgate|Floodgates]], alone or in a line, may be used as removable walls, since they need no support and disappear when "opened" remotely, although using a wide drawbridge will be much more economical in terms of [[Mechanism]]s. (Be aware that Megabeasts 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.)<br />
<br />
: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. <br />
<br />
'''Moats'''<br />
:Channeling a ditch is a fast and effective defense. 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.<br />
<br />
: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 is just a big remote control door. (This doesn't work with retracting bridges.)<br />
<br />
'''Bridges'''<br />
:Bridges come in 3 forms - a permanent construction ''(essentially a "wall" or floor built out over a void)'', a retractable bridge, and a drawbridge. The movable type have a maximum size of 10x10 (including one solid "anchor" 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.<br />
<br />
:A retractable/raise-able [[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. [[Channel]]s may be dug to form ditches, or moats - be aware of what might exist or be planned for the next [[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 [[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.) With a drawbridge, they will be flung some tiles in a random direction, possibly being injured when they land.<br />
<br />
:Drawbridges can throw creatures a distance (in a random direction) when the bridge is raised, 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 [[Dwarven Atom Smasher]].<br />
<br />
:A drawbridge works as a door when "raised", sealing the passage it raises against. Consider this, as well as security from [[building destroyer]]s, when choosing the direction a drawbridge is to raise.<br />
<br />
: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 [[lever]] has to be pulled by a civilian, not a 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.<br />
<br />
====Remote control====<br />
:*'''Barriers'''<br />
::If you link a [[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 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.<br />
<br />
::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 "close" signal will be lost. Any lever will have to be pulled twice more - to reset to "open", and then to (try to) close again. This is not the case with drawbridges, which crush anything and everything below them when they close.<br />
<br />
:*'''Automated barriers & traps'''<br />
::You can automate a barrier or trap by using a [[pressure plate]] instead of a lever, but there are complications there. Only "enemies" 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.<br />
<br />
===Traps===<br />
{{main|Trap}}<br />
The most reliable way to stop intruders is lots of [[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 [[fun]] and challenge out of the game - use accordingly.<br />
<br />
There are several types of [[trap]]s that a [[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 [[lever]]s or [[pressure plate]]s. (See [[Trap design]].<br />
<br />
Note that some few creatures and enemies have the "trap avoid" token, potentially negating this defense against them. <br />
<br />
===Military===<br />
{{main|Military}}<br />
A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy. Building defenses to keep them safe is easy - keeping them in position is the tricky part. See [[Military design]] for different options.<br />
<br />
===Animals===<br />
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes adjacent to them, that enemy is revealed and an [[announcement]] is generated and the game paused (even by wild animals!). Most animals aren't strong enough to take more than one armoured 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. '' <br />
<br />
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 delay goblin warriors while you respond. Also, the death of any animal will be [[announcement|announced]] (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some [[tame]]d animals will not fight goblins!)''<br />
<br />
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.<br />
<br />
[[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. <br />
<br />
===Siege engines===<br />
{{main|Siege engine}}<br />
Siege engines take some planning to use effectively. Both catapults and ballistae can be very deadly, but both have their drawbacks. The most important factors are 1) that, unlike [[crossbow]]s, both can only fire at targets on the same [z-level]], and 2) that they are manned by civilians who will flee if any enemy gets too close. (See [[siege weapon]] for full information and suggestions.) <br />
<br />
<br />
==Considerations==<br />
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 [[fun]]...<br />
<br />
===Surface jobs===<br />
There are many times when dwarfs want to work on the surface. [[Wood cutting]], [[gathering plants]], [[hunting]], [[fishing]], [[mining]] exposed [[vein]]s or gems, building defenses or other structures, [[grower|growing]] above-ground [[crop]]s, [[Health care|helping wounded comrades]] or recovering dropped items are only the most likely. Often they are alone and vulnerable to [[creature|wild beasts]] or [[ambush]]es.<br />
<br />
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 another example of dwarves working above ground. <br />
<br />
Making smaller enclosures in key areas with underground tunnels leading to them can be easier as a 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.<br />
<br />
Having military stationed or patrolling nearby is another option. <br />
<br />
===Water sources===<br />
Access to [[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 [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.<br />
<br />
Some water sources are good locations for [[fishing]], providing food during longer sieges.<br />
<br />
===Civilians stay underground===<br />
This setting, in the [[Standing_orders|orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the "entrance dance." They will attempt to leave the fortress, and only cancel jobs once they reach the surface, as defined by the first "above ground" tiles they hit. Having entries with a "skylight" before the actual exit can solve this - and building walls around the skylight prevents archers from shooting down into it. Doesn't protect against flying creatures, though.<br />
<br />
It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. 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. <br />
<br />
* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. <br />
<br />
* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. <br />
<br />
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[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}}.<br />
<br />
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can easily delete your Graveyard [[stockpile]]s. Dwarves don't haul things if there's no stockpile to place them in. Turning off or removing [[coffin]]s stops burials as well. <br />
<br />
* '''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.<br />
<br />
===Civilians trapped outdoors===<br />
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.<br />
<br />
===Trade depot & caravans===<br />
Factoring in a 3-tile wide access to the [[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 [[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 armoured escorts when expecting a caravan.<br />
<br />
Only [[wagon]]s need a three tile wide path to the depot, so the [[elves]] and some of the dwarven and human merchants can still get through if it's only 1-tile wide. You will possibly want to build the depot underground, so civilian dwarves can access the depot and goods. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff.<br />
<br />
===Branching corridors===<br />
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.<br />
<br />
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.<br />
<br />
===Levers===<br />
Be careful where you place the [[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 [[meeting area]] or bedrooms of [[nobles]] is often a good plan. Make sure that the entire path to each lever is [[underground]] or your dwarves might be unable to reach them if told to "stay underground" (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. <br />
<br />
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room. Pumping is a good way to build up your dwarves' [[Attribute|attributes]] 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.<br />
<br />
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 [[Waterfall|waterfalls]]. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)<br />
<br />
Use [[Notes]] 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 [[stone]] if that works for you.<br />
<br />
<br />
==General Suggestions==<br />
(work in progress 08:59, 2 June 2009 (UTC) )<br />
<br />
===First concerns===<br />
<br />
====pre-embark decisions====<br />
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 at least one axe is important. Picks make decent weapons, and a dwarf with the proper mix of [[ambusher]] skill starts with a [[Ambusher#Free equipment]] - a suit of [[leather armour]], a [[crossbow]] and several dozen steel [[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 [[bauxite]]?) 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.<br />
<br />
For most starts, unless your embark location is very close to a [[chasm]] mouth or open [[magma vent]], or you are starting in an [[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 [[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. <br />
<br />
====Striking the earth====<br />
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.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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...<br />
<br />
#####################<br />
(a) ? (-trap .....#<br />
? area-) . .# (A's/SE)<br />
################....#<br />
# #<br />
#D D#<br />
# # <br />
<Inner Fortress><br />
<sub>(Not to Scale)</sub><br />
<br />
(a) = bait animal, on [[restrain]]t<br />
# = tunnel walls, above-ground walls, valley walls with slopes removed, and/or channels<br />
? = ramp up, drawbridge, moat, defensive structures, or combination of all<br />
traps = mechanic's traps and/or complex death traps, as you wish.<br />
....<br />
. . = area open to sky, to prevent "dwarves staying inside" from archers outside entrance<br />
....<br />
D = wardog on [[restrain]]t<br />
(A's/SE)= future site for archers and/or [[siege engine]]s (planning ahead)<br />
<br />
<br />
The above might be longer or shorter, partially or entirely above or below ground, or have more turns. The "inner fortress" 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.<br />
<br />
====It's mine!====<br />
Consider how you will secure your valuables, your entrance, and any land you want to claim as "dwarf only" - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any [[farm plot]]s and [[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 "gate" that you can open and shut until you have a [[mechanic's workshop]] and some [[mechanism]]s for levers, to link to a [[drawbridge]].<br />
<br />
====Inside vs. outside====<br />
Not "above ground" vs "subterranean", but the border where the inside of your fortress starts, what you claim as "yours" vs "out there". Some fortresses just have one main gate, some try to own the entire map. Some have an "airlock", 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. <br />
<br />
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 "security" is worth. Hey, it's not like ''you'' have to do the heavy lifting.<br />
<br />
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 "configuration", but several different options all side by side. <br />
<br />
====Mechanic's traps====<br />
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.<br />
<br />
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 & etc from those corpses, just not breeding stock.)<br />
<br />
As your dwarfs creates weapons, as you trade for them, or (later) as you gather those of your fallen enemies, [[weapon trap]]s will become attractive. There is no hard rule or formula for all this - be creative.<br />
<br />
====Complex traps====<br />
Between levers, pressure plates, water and magma, much fun can be had. But this article won't deal with any specifics. (See [[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.<br />
<br />
====Military====<br />
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 [[Military Design]] for a more complete discussion on planning and deploying military and militia.<br />
<br />
==Different philosophies==<br />
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 "defense" will serve everyone's tastes.<br />
<br />
===Losing is fun===<br />
There is no final "win" in Dwarf Fortress, no end point or Easter egg that says "Congratulations!" - 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. <br />
<br />
==="Fun" vs. security===<br />
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 invite combat. New 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 [[fun]].<br />
<br />
For more specific suggestions, see also:<br />
<br />
:* [[Trap design]] (for specific suggestions, descriptions and blueprints for traps)<br />
:* [[Defense design]] (for specific suggestions, descriptions and blueprints for fortress layout)<br />
:* [[Military design]] (for specific suggestions and suggestions for organizing soldiers & military)<br />
<br />
<br />
----<br />
'''See also:'''<br />
:* [[Defense design]]<br />
<br />
[[Category:Guides]]<br />
[[Category:Fortress defense| ]]<br />
<br />
<br />
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Starting axedwarf - and if you make them your [[woodcutter]] they don't put down that axe.<br />
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===Daylight training room===<br />
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaption]] in your military. You can use an [[archery target]] this way, too. <br />
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<br />
===Roughing it===<br />
Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. 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 [[thought]]s. <br />
<br />
<br />
===Stone fall trap===<br />
This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to your fort's defenses at the same time. Surround every intersection and stairway. <br />
<br />
The only drawback is that if a [[wound]]ed dwarf falls unconscious on a trap, it ''will'' be triggered, doing even more damage. <br />
<br />
===Cage trap===<br />
A very strong type of trap. Maybe even too strong. Currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal. A wounded [[elephant]] or [[unicorn]] in your front courtyard is not good at all. <br />
<br />
===Weapon trap===<br />
The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. <br />
<br />
Using [[crossbow]]s in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]]. Hammers seem to jam less than swords or axes, and spears seem to jam the most.<br />
<br />
<br />
<br />
==Bridge Land Mines==<br />
<br />
Although this takes quite a few mechanisms and a lot of carpenters to pull of, you might be able to create a minefield on a bridge, create a very long moat and a bridge crossing it, make sure this bridge is not your outermost bridge, this bridge should be at least 20 squares long, but make sure it is no more than 4 squares wide. then set up a ton of pressure plates in a checkered pattern, build a floor above the bridge, and make supports next to the pressure plates, then remove the floor tiles not on the supports, destroy the up-stairs on to the floor, and link all your pressure plates to a support, as soon as a goblin walks on them, the floor caves in and makes an explosion knocking him and the friends he has near him off the bridge drowning them.<br />
<br />
This should not be used as the only defense, make sure you have other traps at the ready in case of large [[siege]]s<br />
<br />
NOTE: This is a very expensive creation and should only be used late in the game when you can spare lots of stone/wood/mechanisms. the bigger the bridge the more effective the trap<br />
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--></div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Smelting&diff=1642740d:Smelting2009-06-04T05:49:37Z<p>Mikaka: /* Recipes using bars */ Flllllly me to the moon, let me plaaaay among the stars...</p>
<hr />
<div>'''Smelting''' is the act of refining raw stone ore(s) into useful bars of pure metal(s) or alloys. Smelting is similar but distinct from [[melting]], which reclaims existing metal objects back into (fractional) bars. Metal bars produced at a [[smelter]] are usable in a wide variety of goods, from weapons to goblets to furniture to buildings.<br />
<br />
Smelting also refines [[bituminous coal]] or [[lignite]] into [[coke]], a [[fuel]] which is equivalent to [[charcoal]]. Fuel is required to operate a smelter, metalsmith's forge, kiln, or glass furnace.<br />
<br />
Smelting requires the [[ore]] (or coal) to be processed, a [[smelter]], either [[fuel]] or (for [[magma smelter]]s) [[magma]] at least 4/7 deep, and a dwarf with the [[furnace operator]] [[skill]] enabled. Training in the skill is not required - since bars have no [[quality]] the only difference is the time the [[labor]] takes. <br />
<br />
Since smelting coke requires [[fuel]] in a conventional (non-magma) smelter, usually one [[wood]] is burned in a [[wood burner]] to create one charcoal to start the process. Alternatives are to bring one bar of charcoal or coke with the expedition at embark, [[trade]] for one from [[caravan]]s, or go straight to magma smelters.<br />
<br />
==Smelting ore results==<br />
All ores smelted alone have a % chance of turning into a certain kind of bar. The following table shows those chances.<br />
{| class="wikitable" border="1"<br />
|-<br />
! [[Ore]]<br />
! [[Iron]] <br />
! [[Gold]] <br />
! [[Silver]] <br />
! [[Copper]]<br />
! [[Nickel]] <br />
! [[Zinc]] <br />
! [[Platinum]] <br />
! [[Tin]] <br />
! [[Bismuth]] <br />
! [[Lead]]<br />
! [[Aluminum]] <br />
! [[Adamantine]]<br />
|-<br />
| [[Hematite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Limonite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Magnetite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Garnierite]]<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Platinum nuggets]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Gold nuggets]]<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Silver nuggets]]<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Horn silver]]<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Galena]]<br />
|<br />
|<br />
| 50%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|-<br />
| [[Tetrahedrite]]<br />
|<br />
|<br />
| 20%<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Copper nuggets]]<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Malachite]]<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Sphalerite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Cassiterite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Bismuthinite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|-<br />
| [[Aluminum]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|-<br />
| [[Adamantine#Processing|Adamantine strands]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|}<br />
<br />
Note that smelting [[galena]] often produces only [[lead]], which is mostly used in producing [[lay pewter]]. Additionally, smelting [[Adamantine]] strands results in wafers, which are needed in greater quantities than bars when creating items.<br />
<br />
==Coke smelting==<br />
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]]. It is not called [[coke]] when burned, it is called [[charcoal]].<br />
*[[Bituminous coal]] smelts into 3 [[coke]]<br />
*[[Lignite]] smelts into 2 [[coke]]<br />
*[[Wood]] burns into 1 [[charcoal]]<br />
<br />
==Flux==<br />
[[Flux]] is a stone that is used in the production of [[pig iron]] and [[steel]]. 5 types of [[stone]] are classified as [[flux]]: [[Calcite]], [[chalk]], [[dolomite]], [[limestone]], and [[marble]]. All function the same way, so if a recipe requires [[flux]], any will do.<br />
:''(In real life, flux helps gets the impurities out of the raw metal.)''<br />
<br />
==Alloys==<br />
Certain metals can be smelted together to create a new metal called an [[alloy]]. There are 2 sets of recipes for alloys. The first set use only [[ore]] while the second set use only [[bar]]s. You cannot mix the two.<br />
<br />
===Recipes using ore===<br />
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used. This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].<br />
{| class="wikitable" border="1"<br />
|-<br />
! Ingredient 1<br />
! Ingredient 2<br />
! Output<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Silver]] [[ore]]<br />
| [[Billon]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Sphalerite]]<br />
| [[Brass]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]]<br />
| [[Bronze]] bars[2]<br />
|-<br />
| [[Gold nuggets]]<br />
| [[Silver]] [[ore]]<br />
| [[Electrum]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]][3]<br />
| [[Fine pewter]] bars[4]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]][2]<br />
| [[Trifle pewter]] bars[3]<br />
|}<br />
<br />
===Recipes using bars===<br />
The following are all the recipes when smelting bars at the smelter.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Ingredient 1<br />
! Ingredient 2<br />
! Ingredient 3<br />
! Ingredient 4<br />
! Output<br />
|-<br />
| [[Copper]] bars<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Billon]] bars<br />
|-<br />
| [[Copper]] bars [2]<br />
| [[Tin]] bars<br />
| [[Bismuth]] bars<br />
|<br />
| [[Bismuth bronze]] bars [4]<br />
|-<br />
| [[Copper]] bars [2]<br />
| [[Silver]] bars<br />
| [[Gold]] bars<br />
|<br />
| [[Black bronze]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Zinc]] bars<br />
| <br />
|<br />
| [[Brass]] bars [2]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars<br />
| <br />
|<br />
| [[Bronze]] bars [2]<br />
|-<br />
| [[Gold]] bars<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Electrum]] bars [2]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [3]<br />
|<br />
|<br />
| [[Fine Pewter]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [2]<br />
| [[Lead]] bars<br />
|<br />
| [[Lay pewter]] bars [4]<br />
|-<br />
| [[Copper]] bar<br />
| [[Nickel]] bars [2]<br />
| [[Zinc]] bars<br />
|<br />
| [[Nickel silver]] bars [4]<br />
|-<br />
| [[Iron]] bars<br />
| [[Coal fuel]]<sup>1</sup><br />
| [[Flux]]<br />
|<br />
| [[Pig iron]] bars<br />
|-<br />
| [[Copper]] bars<br />
| [[Gold]] bars [3]<br />
|<br />
|<br />
| [[Rose gold]] bars [4]<br />
|-<br />
| [[Iron]] bar<br />
| [[Pig iron]] bars<br />
| [[Coal fuel]]<sup>1</sup><br />
| [[Flux]]<br />
| [[Steel]] bars [2]<br />
|-<br />
| [[Copper]] bars [3]<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Sterling silver]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [2]<br />
|<br />
|<br />
| [[Trifle pewter]] bars [3]<br />
|}<br />
:<sup>1: The [[fuel]] used as a reagent for making pig iron and steel bars also counts as the [[fuel]] needed by a conventional (non-magma) [[smelter]]. It is still required at a [[magma smelter]] for the reaction.</sup><br />
<br />
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]]. If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.<br />
<br />
A spreadsheet listing these recipes can be found at the following link. Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make. Both Excel and Open Office formats are included: [http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip]<br />
<br />
<br />
----<br />
'''See also'''<br />
<br />
* [[Smelter]]<br />
* [[Magma Smelter]]<br />
* [[Ore]]<br />
* [[Metal]]<br />
<br />
[[Category:Guides]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Bed&diff=1256140d:Bed2009-06-04T05:41:28Z<p>Mikaka: Removed ambiguous term "build" in favor of "manufacture".</p>
<hr />
<div>A '''bed''' is a simple sleeping pallet that is manufactured in a [[Carpenter's workshop]] and then constructed on an indoor floor. A constructed bed is the base object used to create both [[bedroom]]s and [[barracks]]. Manufacturing a bed requires one piece of [[wood]]. Dwarves gain unhappy [[thoughts]] from sleeping without a bed, so building beds is often a necessity for a happy fortress.<br />
<br />
Unlike many other pieces of furniture, beds can only be created from [[wood]] (however, [[artifact]] beds may be made of anything). When settling treeless areas, it is prudent to bring along several logs during the [[Prepare for the Journey]] screen in order to make beds and [[bucket]]s. Otherwise you will have to depend on [[trade]] to get wood for your beds.<br />
<br />
Beds can only be placed indoors. If you are building a bedroom on the surface, the room must have a roof before beds can be placed inside.<br />
<br />
Injured dwarves will rest in beds until they recover. They may use any constructed bed that does not belong to another dwarf, including beds that are not part of any defined room. Dwarves resting in beds will recover faster then those left lying around.<br />
<br />
{{Buildings}}<br />
<br />
[[Category:Furniture]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&diff=13533Dwarf Fortress Wiki talk:Community Portal2009-06-04T05:39:04Z<p>Mikaka: /* Heading gripe */ new section</p>
<hr />
<div>Use this discussion page to talk about any issues or ideas you have about the direction of this wiki. The community portal is a hub for directing our conciousness. Read the rules carefully, take them to heart, post here if you have any questions or you think the rules can be improved.<br />
<br />
==Account Problems==<br />
I can't log in, but it says my username is already in use. --[[User:64.22.68.4|64.22.68.4]] 14:55, 29 October 2007 (EDT) (Peristarkawan)<br />
:Are you sure? The new wiki cleaned out all the old accounts so you have to reregister. --[[User:Hamelin|Hamelin]] 15:02, 29 October 2007 (EDT)<br />
::Unfortunately, I was unable to import all the user accounts, please recreate. --[[User:Senso|Senso]] 15:22, 29 October 2007 (EDT)<br />
<br />
==AdBlock==<br />
Could you move all the files in the graphics directory with the word "ad" in it? For those using AdBlock or similar add-ons it will block the display of the graphics in those directories. Thanks!!! :) [[User:Schm0|Schm0]] 10:26, 5 November 2007 (EST)<br />
<br />
:It doesn't look possible - re-uploading the file keeps putting it in the 'ad' folder and I cannot edit the link in the DB as it is stored inside a BLOB. I suggest you whitelist this site anyways, it's not like you need to block anything here (and blocking /*ad*/ may cause problems elsewhere too). --[[User:Senso|Senso]] 10:49, 5 November 2007 (EST)<br />
<br />
::Well after the fact, I know, but saw a related discussion elsewhere about disabling AdBlock to support fansites worth supporting, and I think it wouldn't be a bad idea if nearly everything got placed into an as-like folder to encourage whitelisting... but that's me. --[[User:N9103|Edward]] 03:59, 7 November 2008 (EST)<br />
<br />
== Rule discussion == <br />
<br />
Z is pretty horrible, but not much point taking it out unless its to replace it with something better. (This whole setup is horrible, but that's irrelevant?) --[[User:Jackard|Jackard]] 21:23, 16 February 2008 (EST)<br />
<br />
=== A ===<br />
<br />
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)<br />
<br />
:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.<br />
<br />
:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)<br />
<br />
::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)<br />
<br />
:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)<br />
<br />
:::I like rule A, it introduces the page, please keep it --[[User:Markavian|Markavian]] 16:32, 13 November 2007 (EST)<br />
<br />
=== B and E ===<br />
<br />
How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)<br />
<br />
:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)<br />
<br />
::Well, the Alphabet rule does describe them as rules. But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)<br />
<br />
:They will simply be replaced by "real" rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)<br />
<br />
:I think of them more as "guidelines" ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)<br />
<br />
:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me<br />
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]<br />
<br />
:The be bold rule makes it's dramatic return! Victory! [[User:VengefulDonut|VengefulDonut]] 19:39, 24 March 2008 (EDT)<br />
<br />
=== I ===<br />
<br />
Personally, I find that when the default tilesets are stretched (like [[:Image:Qs01.JPG]]), they become substantially uglier and less easy to follow than many of the user tilesets. Should they be disallowed under {{rule|I}}? --[[User:Savok|Savok]] 15:59, 16 December 2008 (EST)<br />
<br />
:If it displays that way on a computer with no alterations of settings, its by definition default. That's exactly the kind of display I see on my computer in fullscreen mode (although I do usually play with the 800x600 in windowed mode, but I wouldn't take a screenshot from that, i'd F11 over to fullscreen - and its aspect ratio is pretty close to my windowed mode ratio). It seems wrong to not allow what the game typically displays.<br />
:I'm curious what you think the non-stretched aspect ratio is? I mean, I can't imagine settings which would actually make tiles look square. <br />
:--[[User:Squirrelloid|Squirrelloid]] 16:10, 16 December 2008 (EST)<br />
<br />
::Non-stretched, the 800x600 tileset is half that size (10x12). Stretched to 800x600, it's 10x24. This is the ratio of the tiles if you actually view the bmp. To put an end to this bickering, how about an "officially approved screenshot tileset" that is *gasp* NOT one of the two default tilesets, but matches their visual style while being less cramped. How about something in a... 10x16? [80x25 = 800x400] [[User:Random832|Random832]] 23:47, 16 December 2008 (EST)<br />
<br />
:::I'm against anything that creates unnecessary impediments to uploading useful images. If you use an extremely nonstandard tileset, that'll impair the usefulness of your images. However, as long as someone familiar with the standard tileset can look at an image and understand what is being illustrated, I would suggest the image is acceptable.--[[User:Maximus|Maximus]] 16:30, 17 December 2008 (EST)<br />
<br />
:::I'm against anything that makes you do extra work to take screenshots. The default appearance on a computer screen should be acceptable. We should not have to write a how-to on how to get DF to display in a way appropriate for screenshots for the wiki. It should be 'take screen shot', 'upload screen shot', 'add screenshot to page'. Done. Bizarre formatting requirements are both a significant barrier to adding content to the wiki and tremendously stupid since screenshots are *advertisements* of the game as well as instructional, and we want people to look at screenshots and be correct in the belief that that is what they'll actually see in game. I don't care what the bmp file says the aspect ratio should be, I care what the game displays that aspect ratio as. --[[User:Squirrelloid|Squirrelloid]] 16:49, 17 December 2008 (EST)<br />
<br />
:::Insofar as I can tell, that screenshot is at exactly the same aspect ratio and size as the game window I use. It's the 800x600 tileset, I believe. It's a bit on the tall side, but otherwise I don't see much problem with it, presumably because I see it every time I play the game. I vote letting people make screenshots in whatever shape or form they prefer. Within reason, of course.--[[User:Quil|Quil]] 18:15, 17 December 2008 (EST)<br />
<br />
:How about a wikiproject to improve screenshots, so people who care about these things can clean up screenshots rather than just complaining about them? [[User:Random832|Random832]] 14:28, 21 December 2008 (EST)<br />
<br />
From what I have seen, on a regular shaped CRT (4:3?) you can simply set the windowed and full screen, they look the same, just different sized, and are fairly clean. For instance, I play with 800x600 resolution, because when I play windowed it is a good window size, but it is also one of the resolutions that most monitors will switch to and from easily under most any OS. [[User:Burlingk|Burlingk]] 22:31, 10 February 2009 (EST)<br />
<br />
=== Serious Rules ===<br />
<br />
Would it be possible for us to come up with some *real* rules that are more ... serious? --[[User:Geofferic|Geofferic]] 08:59, 10 December 2007 (EST)<br />
<br />
:The alphabet rules concept is senseless. Maybe remove the fluff? --[[User:Jackard|Jackard]] 11:09, 10 December 2007 (EST)<br />
<br />
::Hey now, with a couple of exceptions, the rules are serious. The point of the alphabet framework wasn't random silliness; it was to inspire creativity and make rule-writing fun. It's hard to come up with good rules out of thin air. It's easier to think up a topic of concern that starts with a particular letter and then write a rule about it.<br />
<br />
::Of course, the rules have been pretty stable for a while now, so rule A hasn't been too useful lately. There was a brief discussion a while back about dropping rule A under [[DwarfFortressWiki:Community Portal#Rule discussion]], and everybody seemed to want to keep it at the time. If you want to reopen that discussion, then I'm okay with either keeping it or dropping it (besides which, I haven't been too active around here lately anyway). --[[User:Peristarkawan|Peristarkawan]] 11:54, 10 December 2007 (EST)<br />
<br />
:::I support the Alphabet ruleset, I don't see why it should change. It's clean and clear. --[[User:Senso|Senso]] 16:56, 10 December 2007 (EST)<br />
<br />
::::It's childish, incomplete, unprofessional and silly. The rules are not grouped logically and there is no table of contents. There's not room for clarification or expounding and little opportunity to expand. It should be scrapped for something that makes sense. --[[User:Geofferic|Geofferic]] 03:25, 12 December 2007 (EST)<br />
<br />
:::::It would be trivial to change it from an unordered list to use section headings, which would allow a table of contents and plenty of room for clarification. I don't think "little opportunity to expand" is valid; there's no reason we can't have multiple rules for the same letter, or rules that fall outside the alphabet rubric entirely.<br />
<br />
:::::If you want to improve the organization, then just go for it. Let me suggest that you create the new version on a subpage at first, so that others can view two presentations side by side when discussing it. --[[User:Peristarkawan|Peristarkawan]] 12:06, 12 December 2007 (EST)<br />
<br />
:::::While I agree with some of your points, I'd like to say that this is not a "professional" wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself. If you want to create a Whole Complex and Indexed Body of Rules About Everything, go for it and as [[User:Peristarkawan|Peristarkawan]] said, editors should be able to choose between the two. I just don't see the need. --[[User:Senso|Senso]] 14:47, 12 December 2007 (EST)<br />
<br />
=== Ack! The ToC! The ToC with a "1.26"! ===<br />
<br />
...why do we need section headers for each of the rules? --[[User:Savok|Savok]] 22:52, 28 May 2008 (EDT)<br />
<br />
:I've fixed the TOC. [[User:Random832|Random832]] 17:17, 14 October 2008 (EDT)<br />
<br />
::Out of curiousity - how? --[[User:Juckto|Juckto]] 08:40, 20 November 2008 (EST)<br />
<br />
:::Smoke and mirrors: He removed the ToC and created a sim-ToC. --[[User:Savok|Savok]] 15:59, 16 December 2008 (EST)<br />
<br />
=== W ===<br />
<br />
Word-of-mouth: If you hear someone saying something new about the game, don't post it without trying it out yourself. You might have misunderstood something or your friend might have expressed him/herself wrongly.<br><br />
Something like that.--[[User:Karpatius|Karppa]] 10:33, 3 June 2008 (EDT)<br />
<br />
:That goes in the "Rule discussion" section. *ka-move* Also, remember to not put blank lines in a comment by a single user.</offtopic><br />
:I don't like the rule. It discourages participation in the wiki. If they add something of questionable merit, they're supposed to use the verify template, as stated in rule V. --[[User:Savok|Savok]] 11:39, 3 June 2008 (EDT)<br />
<br />
::Will remember that in the future.<br />
::--[[User:Karpatius|Karppa]] 02:16, 4 June 2008 (EDT)<br />
<br />
=== W 2 ===<br />
<br />
There are no rules about humorous content yet. I notice that references to the '''Dwarf pensioners club''' instead of '''(fortress) Guard''' have been taken out of "fact-based" articles so maybe rule W could be:<br />
<br />
:'''Wit''' can be hard to recognise once it has been written down. It is best if it is used on clearly humour or story related pages, talk or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]].<br />
<br />
This puts it "on the table" that your humour is appreciated in certain places but not in every article you contribute to. I'm not happy with my own wording but I think the intent should be there somewhere.<br />
<br />
It could go at '''Zany''' instead because Z will be harder letter to use up!<br />
(having said all that I personally don't object to "well done" humour even in straight-cut articles like [[Screw pump]] - the issue is my humour is incomprehensible to a lot of people and can just sound rude!)<br />
[[User:GarrieIrons|GarrieIrons]] 02:51, 6 July 2008 (EDT)<br />
<br />
:I like it as '''Wit'''. --[[User:Savok|Savok]] 15:09, 10 July 2008 (EDT)<br />
<br />
::With no against comments I put in in there with a reference to {{tl|D for Dwarf}}.[[User:GarrieIrons|GarrieIrons]] 01:01, 12 July 2008 (EDT)<br />
<br />
=== Other letters ===<br />
<br />
Historically English had a number of letters missing from this list, namely edh (Ð/ð), thorn (Þ/þ), and yogh (Ȝ/ȝ). Do we need rules for them?--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 20:49, 14 November 2008 (EST)<br />
<br />
:No. They do NOT exist in today's English, thus they don't belong in the list. --[[User:GreyMario|GreyMaria]] 22:07, 14 November 2008 (EST)<br />
<br />
::Of course not, that's just silly. We do need one rule for each positive integer in existence, however. --[[User:Maximus|Maximus]] 23:16, 14 November 2008 (EST)<br />
<br />
== Enforcing consistency in screenshots? ==<br />
<br />
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)<br />
<br />
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)<br />
<br />
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)<br />
<br />
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]<br />
<br />
::::The rule as written already exempts bloodline games. The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)<br />
<br />
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)<br />
<br />
How about this?<br />
<br />
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]<br />
<br />
It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)<br />
<br />
== Redirects and article titles ==<br />
<br />
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)<br />
<br />
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you. Otherwise, just edit [[Elephants]] to read: <nowiki>#REDIRECT [[Elephant]]</nowiki> --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)<br />
<br />
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)<br />
<br />
:::Just FYI, if at all possible, ''do not create pages as plurals''. Use the following syntax: <nowiki>[[Elephant]]s</nowiki>: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)<br />
<br />
What about titles that are verbs? Should they be in "base-form"? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)<br />
<br />
:Based on the Wikipedia style, titles should be nouns. So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)<br />
<br />
::What about skills and professions? Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant? I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form. Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)<br />
<br />
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)<br />
<br />
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)<br />
<br />
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)<br />
<br />
== Tutorials ==<br />
<br />
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some "getting started" or "surviving your first winter" type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)<br />
<br />
:[[Your first fortress]] will do just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT) <!-- changed GS to YFF on 2 June 2008 --><br />
<br />
== Categories ==<br />
<br />
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)<br />
<br />
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.<br />
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)<br />
<br />
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)<br />
<br />
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change. However, MediaWikis aggressively cache pages. It's also possible you're looking a client-side cached page of it. Finally, I don't see any content in that category so it's possible it's being ignored. See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)<br />
<br />
== Deletion ==<br />
<br />
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)<br />
<br />
:Anyone can mark a page for deletion using the <nowiki>{{del}}</nowiki> tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The <nowiki>{{del}}</nowiki> tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)<br />
<br />
== Water level style ==<br />
<br />
I think we should have a standard style for talking about water level. We could say it various ways, such as "6/7 water," "water with a depth of 6," "a depth of 6 pool," or "water with a depth of six." It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)<br />
<br />
:I'm not sure. The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)? If not "Water 6" and "Magma 5" seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)<br />
<br />
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)<br />
<br />
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)<br />
<br />
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)<br />
<br />
:I think "depth of 7" works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; "a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3". --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)<br />
<br />
== Templates? ==<br />
<br />
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)<br />
<br />
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)<br />
<br />
== Forum references ==<br />
<br />
Where there is a bit saying "Toady said this", what is the best way to link to the forum? Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504] (not ''too'' bad). Is there a better way of doing it akin to Wikipedia with <ref>something</ref>? Maybe something like [[Template:version]] for future (but that doesn't cover the "this is how it works now" type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)<br />
<br />
: IIRC the <ref> system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)<br />
::I know this is late but try this:<br />
::<nowiki>[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 Caption]</nowiki> <br />
::which shows as <br />
::[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 Caption]<br />
::I would use it like this:<br />
:::"According to a [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 forum post]..."<br />
::[[User:GarrieIrons|GarrieIrons]] 02:41, 6 July 2008 (EDT)<br />
<br />
Links of this form fail - is this forum totally gone/replaced, or can the links somehow be translated to the current forum? [[User:Random832|Random832]] 17:23, 14 October 2008 (EDT)<br />
<br />
== Crops categories ==<br />
<br />
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.<br />
<br />
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)<br />
<br />
== Wealth page... ==<br />
<br />
I've been looking for tips on building fortress wealth, and haven't really been able to find anything. Can someone who knows something about it start a [[Wealth]] page? I know that mining out areas, making things, and artifacts contribute to wealth, but that's all I know. How much does mining a square contribute? Are there other ways to build wealth? Do mined out areas have to be populated, or can I go mine away a random hill and have it count? What are the best things to make to increase value? Do items have to be placed, or just made? and so on... --[[User:Bobson|Bobson]] 16:22, 11 March 2008 (EDT)<br />
<br />
== Formatting standards ==<br />
<br />
=== Category tags ===<br />
<br />
On this wiki, the standard for capitalization in category tags is <tt><nowiki>[[Category:Stub]]</nowiki></tt>. I asked what it should be, and nobody answered for two and a half months, so I feel entitled to decide it. --[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)<br />
<br />
=== Headers ===<br />
<br />
At the current time, the standard for a header is <code>=== Headers ===</code>. <code>===Headers===</code> is slightly easier to type, is typed more often by newbies, and works just as well, but has less white space. Input?<br>--[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)<br />
<br />
:I like <code>=== Header ===</code> better, because it's easier to read, and the extra whitespace helps call your attention to the name of the section, whereas you might glance over it as an "unrecognized token" if you didn't manage to filter out the immediately surrounding markup. I think the 2 bytes saved on whitespace is negligible and I certainly don't mind correcting them when I find 'em, if necessary. A similar question (if it's not been asked) would be whether or not to include a newline in between a heading and its text. I think for big sections of text, an extra line looks nice, but for multiple, smaller, less important sections, it's easier to manage the headings if there's no blank line separating them from the section they head. --[[User:Marble Dice|Marble Dice]] 14:18, 2 June 2008 (EDT)<br />
<br />
::I always put a blank line above and below a header (unless it's the first line in the page), except in rare situations, like the current List of Twenty-Six Rules. --[[User:Savok|Savok]] 16:40, 2 June 2008 (EDT)<br />
<br />
=== Talk pages ===<br />
<br />
The current standard seems to be to never put a blank line in a comment by a single users, except in highly lengthy comments, and to always put exactly one blank line between comments by different users, because that's what I say in [[Template:Newbie]], but is that correct? --[[User:Savok|Savok]] 16:40, 2 June 2008 (EDT)<br />
<br />
== Italian Wiki ==<br />
<br />
Hi!<br><br />
I've just ask to Tarn to open an italian guide on this wiki.. so can i do it? --[[User:Marte]]<br />
<br />
:No, this wiki is english only. You're free, however, to make an Italian DF wiki... I'm not sure how that works, though, so don't ask me. --[[User:Savok|Savok]] 22:29, 11 August 2008 (EDT)<br />
<br />
i need an answer about this.. who can help me?<br />
<br />
== Wikprojects ==<br />
<br />
Do we have wikiprojects like Wikipedia? I want to start one on making sure answers to the [http://www.bay12games.com/forum/index.php?PHPSESSID=ff2b3eb60775033d8509fa42a227db08&board=7.0 DF gameplay questions] in the forum are in the wiki. [[User:DanielLC|DanielLC]] 15:18, 4 October 2008 (EDT)<br />
<br />
== footnotes ==<br />
<br />
Before Wikipedia had <ref>, there were some templates they used to get about the same effect with a little more awkwardness - I can find them and get it working here if anyone wants. [[User:Random832|Random832]] 13:11, 15 October 2008 (EDT)<br />
<br />
== Pictures ==<br />
<br />
How about RL pictures of things like minerals, etc, that people may not be able to easily visualize? [[User:Random832|Random832]] 00:09, 30 October 2008 (EDT)<br />
<br />
:I agree. Can someone edit [[Template:Stone layer]] to allow pictures of the actual stone? I'd be happy to contribute pictures after that. I suggest using the pictures on [http://commons.wikimedia.org/wiki/Main_Page Wikimedia Commons]. [[User:DanielLC|DanielLC]] 23:39, 30 October 2008 (EDT)<br />
<br />
::We already link to the relevant Wikipedia article on all the stone and ore pages (at the bottom of that template). No need to bring all the pictures over here when they're just a click away. --[[User:Turgid Bolk|Turgid Bolk]] 14:43, 31 October 2008 (EDT)<br />
<br />
== {<b></b>{[[Template:a|a]]|anchor|name}} ==<br />
<br />
<s>Can someone make that using my [[Template:Sandbox|quick mockup of the concept]] of anchor tags without the anchor tags? I'm busy trying to not get caught using the computer. --[[User:GreyMario|GreyMaria]] 23:14, 6 November 2008 (EST)</s><br />
<br />
:Nevermind, I just did it. :V --[[User:GreyMario|GreyMaria]] 17:01, 19 November 2008 (EST)<br />
<br />
== Worldgen artificial features ==<br />
<br />
I.e. sites, roads, etc.<br />
<br />
Right now, we have [[site]] which covers pretty much everything about buildings, [[road]] which has a section covering roads and bridges, and dwarf/goblin tunnels are briefly mentioned in both.<br />
<br />
So, gathering opinions time - do you think we should have one article encompassing everything, one about sites and one about road/bridge/tunnel, or a different article about each map feature. And how do adventure-mode caravans fit in?<br />
<br />
[[User:Random832|Random832]] 13:09, 19 November 2008 (EST)<br />
<br />
== Redirects with potential ==<br />
<br />
I recently saw a link changed on the grounds of "when you can, don't link to a redirect" - I disagree with this - I think that when there is potential for a topic to eventually get an article of its own, links relating to that topic should go to that title so that they don't have to be altered when that article is created. [[User:Random832|Random832]] 08:34, 20 November 2008 (EST)<br />
<br />
:In general I agree with you. I also advocate the use of sensible synonym and alternate word form redirects, such as [[architect]] for [[building designer]], or [[reveal]] for [[revealed tile]] -- this makes it much easier to link things that need linking without having to pipe all the time. (For the uninitiated, a piped link is like so: <nowiki>[[what it points to|what is displayed]]</nowiki>.) The cost to the server for handling a redirect is negligible, according to the devs of the MediaWiki software, so we should take advantage of them, where it makes sense to do so.<br />
<br />
:In the particular case, I didn't contradict the poster because a) the redirect linked to didn't have much potential ("shore", was it?) and b) it was a piped link anyway. By the time you're going to pipe a link, at least use one that makes sense. A subsequent editor addressed that issue.--[[User:Maximus|Maximus]] 12:36, 20 November 2008 (EST)<br />
<br />
Right, I just meant as a general principle. [[User:Random832|Random832]] 16:25, 24 November 2008 (EST)<br />
<br />
== Creature articles of little significance ==<br />
<br />
I just stumbled on [[Whale shark]] - there are numerous articles like this - and while there are plenty of creatures that are "notable" (either due to historical notoriety like the [[carp]] or [[elephant]], or due to some unique aspect of their behavior like the [[rhesus macaque]]), there's lots that are pretty much just name/tile/stats. Anyone have any thoughts on merging them into sensible categories? [[User:Random832|Random832]] 16:25, 24 November 2008 (EST)<br />
<br />
:An article with just stats is unimpressive, but I'd rather have the stats than not. Merging them would be ugly unless the stats were removed, so I don't think there's any benefit to merging them.--[[User:Maximus|Maximus]] 20:00, 24 November 2008 (EST)<br />
<br />
== New version approaching ==<br />
<br />
Yes, I know it's likely not coming until april, but the new version will have some significant differences to the current one, particularly where combat is concerned. Shall we make a category and notice template in order to tag places that will likely need revision come april (or whenever it's done) in order to get a head start on organization? [[User:Fieari|Fieari]] 15:36, 25 December 2008 (EST)<br />
<br />
:It's hard to correctly anticipate what will need changing. Better to wait until we have it in front of us, I think.--[[User:Maximus|Maximus]] 16:09, 25 December 2008 (EST)<br />
<br />
== Thoughts on {{rule|i}} - Diagrams ==<br />
<br />
Isn't [[Template:RT]] really more complexity than we need? How about this?<br />
<br />
<pre style="font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:0;float:left"><br />
╔═══╗<br />
║+++║<br />
║+++┼<br />
║+++║<br />
╚═══╝<br />
</pre>{{-}}<br />
<br />
Save the complex templates for when you actually need color<br />
<br />
You can even drop the complexity further for a nice typewriter character set<br />
<pre style="font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:0;float:left"><br />
#####<br />
#...#<br />
#...+<br />
#...#<br />
#####<br />
</pre>{{-}}<br />
<br />
(I picked this particular size because it makes <span style="font:bold 20px/1 'Courier New'">░░░▒▒▒▓▓▓</span> look right in them, which makes it seem that it's the size the font is designed for. I picked this _font_ because it provides all of the CP437 characters. The actual style tag you see above could be moved to a template so it would look like <code>&lt;pre <nowiki>{{TD}}</nowiki>></code>)<br />
<br />
[[User:Random832|Random832]] 20:28, 30 December 2008 (EST)<br />
<br />
== Mod content in regular articles ==<br />
<br />
"All mod content, it has been stated, should not appear in the regular articles." --[[User:Zchris13]], at [[Talk:Sand]]<br><br />
If I recall correctly, one guy stated that yesterday. Personally, I find it rather counter-DF:<br><br />
"In Dwarf Fortress, modding almost ''is'' vanilla." --[[User:Savok]], at the [http://www.bay12games.com/forum/index.php forums]<br><br />
Opinions? Beliefs? Comments? Thoughts? Please, answer this, The Community! --[[User:Savok|Savok]] 11:24, 8 March 2009 (EDT)<br />
<br />
:I'm probably the one who you're thinking of who stated it ;)<br />
:#I don't think that modding is ''ever'' vanilla, no matter what the game, how mod-friendly the game is, or how many mods exist. Saying that it's incredibly common does not change the definition of the term "unmodded".<br />
:#I think that modding information would be better served by putting it in one place. It's easier to figure out modding and/or find the information you need if it's all on one page (or a small number of pages). And if the information is there, why would you ''also'' put it on ''every single other article in the wiki''?<br />
:#Whenever the ways something can be modded changes, every single article about that something would have to be changed. If a new way to mod metals, for example, was added, then every single metal article would have to be changed to reflect this.<br />
:#tl;dr version: I think it would be horrifically redundant even by typical wiki standards and would never be maintained anyways (seriously, there are still pages that haven't been updated since the 2D version). And that's even before you think about whether it ''should'' be done at all.<br />
:--[[User:LegacyCWAL|LegacyCWAL]] 13:10, 8 March 2009 (EDT)<!-- reformatted by Savok to use a numbered list instead of a manually created numbered list. This note may be removed by Legacy now or by anyone after a few months--><br />
<br />
::Sorry, couldn't find it in all of yesterday's edits.<br />
::#Yeah, I shouldn't go changing my definitions of words. What I mean is "modding is normal."<br />
::#I agree partially, but, since light modding is normal and mainstream, it should go in normal and mainstream articles.<br />
::#No, every article that mentioned metal-modding. And I don't think that there are too many non-modding articles that do.<br />
::#TL/DR: I think that a little mentioning of modding (for example, stating in [[Sand]] that you can mod any soil into sand (although that's a bit obvious)) is fine, although I fully agree that all possible topic-related modding should not be mentioned.<br />
::--[[User:Savok|Savok]] 18:45, 8 March 2009 (EDT)<br />
<br />
:::I think I can live with that ;). Also, I appreciate the reformatting: I couldn't find the instructions on how to make such a list, though odds are it's right in front of me =( --[[User:LegacyCWAL|LegacyCWAL]] 19:41, 8 March 2009 (EDT)<br />
<br />
== Heading gripe ==<br />
<br />
I'd like to add to H that one shouldn't use heading sections of one = because it results in bad html coding and a title the size of the page name. It's also general practice on [http://en.wikipedia.org/wiki/Help:Section#Creation_and_numbering_of_sections wikipedia]. Anyways, I thought I'd post something here before I go ahead and change it so I can at least pretend to have discussed it before hand. --[[User:Mikaka|Mikaka]] 05:39, 4 June 2009 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&diff=3774740d Talk:Fortress defense2009-05-13T05:44:27Z<p>Mikaka: /* Merging in other articles and defining what this page should be */</p>
<hr />
<div>i ve seen discussions bout "moats/pits" here and there - why not simply use an empty channel? --[[User:Koltom|Koltom]] 11:07, 6 March 2008 (EST)<br />
<br />
Style, mostly. Well, that and an empty channel isn't deadly to anyone falling into it (Which can happen on occasion in a big bunch of enemies.) For most things, though, an empty channel backed by a wall to prevent projectile fire is sufficient. --[[User:Erom|Erom]] 13:44, 6 March 2008 (EST)<br />
<br />
Non-lethality can be a good thing, in case your own dwarves fall in. Just trap the exit(s), and it's still lethal to attackers. Or, if you're really determined to make it lethal to everyone, just channel a huge pit too deep for anything to survive. --[[User:Smartmo|Smartmo]] 00:11, 13 May 2009 (UTC)<br />
<br />
== Planning for building destroyers ==<br />
<br />
So, apart from doors (and things like workshops) what can a building destroyer monster break through? Do I have to worry about a [[magma man]] breaking through the wall grate filter in my magma supply, or a [[troll]] busting through my arrow slits (= fortifications)? [[User:Anydwarf|Anydwarf]] 12:59, 15 April 2008 (EDT)<br />
<br />
:I've seen them destroy ballistas, statues and hatch covers. They probably can destroy anything that can be built. --[[User:Bouchart|Bouchart]] 13:10, 15 April 2008 (EDT)<br />
<br />
I got a [[bronze colossus]] to play with and did some testing. (They really do regenerate quickly!)<br />
<br />
Things destroyed:<br />
*iron/steel/stone doors (gone)<br />
*stone wall grate (gone)<br />
*trade depot (deconstructed into rough stones)<br />
*glass statues (deconstructed only, they were sitting next to where they were installed; game says "toppled")<br />
*vertical steel bars (deconstructed only; "toppled")<br />
<br />
Things not destroyed:<br />
*constructed or carved walls and fortifications (ignored)<br />
*rope (for holding guard dogs; it walked right over)<br />
*drawbridge (walked across; ignored while up)<br />
<br />
Science! [[User:Anydwarf|Anydwarf]] 12:04, 21 April 2008 (EDT)<br />
<br />
: I was under the impression that a bronze colossus would destroy constructed walls/fortifications if they are the only way to get to dwarves. This is also claimed in the unpolished [[fortifications]] page. Is that true? --[[User:Aykavil|Aykavil]] 10:40, 4 July 2008 (EDT)<br />
<br />
:: I am quite determined that this is not correct. I had a dragon siege my fortress, which made heavy use of constructed walls outside. It, like all megabeasts, has the [BUILDING_DESTROYER:2] tag. When I rose my drawbridge, it just sat around outside. While it couldn't reach the bridge which was protected by a small channel, my dwarves were farming in exterior fields just a wall (again, this is constructed, not natural) away. It sat there, totally still for two seasons until I sent out my marksdwarves to kill it. I think that back in the flat fortress days, megabeats could destroy constructions, or that seems to be the consensus of the wiki. They just don't anymore, any information that tells you they break walls is out of date. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 01:54, 13 May 2009 (UTC)<br />
<br />
:::(Sensei - Could that info be as "out of date" as the question you are responding to, perhaps? btw, yes - "buildings" are [[building]]s, not [[construction|{{k|C}}onstructions.]])--[[User:Albedo|Albedo]] 02:42, 13 May 2009 (UTC)<br />
<br />
== Armed Civilians ==<br />
I tried the armed civilian stuff, but an unfortunate side effect is that hunters seem to sleep anywhere except in their beds. Also the forums suggest giving 'fake' woodcutting or mining jobs so that civilians carry pick-axes or battle-axes. This does not address the armor issue, though. --[[User:Aykavil|Aykavil]] 10:35, 4 July 2008 (EDT)<br />
:I'd add that it's possible to be mistaken about having no wildlife to hunt! Not all wildlife is present when you embark, there's some random appearances of things like macaques from the edge of the map. It doesn't have to be MUCH wildlife to be disruptive to this plan, either. Ever see 13 dwarves hunting one alligator, with maces? Gah. --[[User:Corona688|Corona688]] 00:57, 21 December 2008 (EST)!<br />
::It is true that wildlife constantly changes, but it is possible to have no ''huntable'' wildlife. On a beach map, I had several roving schools of cod. Nothing else. Just lots and lots of cod. I have tried to kill some of them, but so far I have gotten nothing but cod on that map. It should be noted that these cod were way out in the middle of the ocean.--[[User:Zipdog|Zipdog]] 06:11, 19 April 2009 (UTC)<br />
<br />
==Use of User Names in Defense Designs==<br />
May I suggest we not use them. Sure, someone may have been the first one to propose it on the wiki, but that doesn't mean others haven't thought about it before (in the case of the trapped chained animal somewhere away from your fort, I know I've seen that on the forums before, and its identical to the 'Roach Motel' from [[Defense guide]]), and it doesn't mean that you're some kind of genius to have thought of it. <br />
<br />
Its not like I haven't provided novel suggestions (including on this page), but it seems wrong to lay claim to them. A lot of it has to do with understanding how the game works and the solutions proceed logically from that. <br />
<br />
As such, I am removing usernames from the subsection titles. I don't feel they're appropriate. If people disagree, lets discuss it here, but the wiki is not about self-aggrandizement, its about providing information about what works and what doesn't. Who first wrote about it on the wiki shouldn't be relevant. --[[User:Squirrelloid|Squirrelloid]] 17:54, 22 December 2008 (EST)<br />
<br />
:I wouldn't have put my name if others weren't already there for ages. Nor did I ever think <em>any</em> of the names were really laying claim to <em>inventing</em> these things. I don't give a damn if my name's there or not, and accusing me of self-aggrandizement is a little rude. --[[User:Corona688|Corona688]] 19:43, 22 December 2008 (EST)<br />
<br />
::Sidestepping the issue of accusations, I agree with Squirrelloid that names are best left off article pages. It interferes with collaborative writing that is the core of the wiki model -- you can't freely rewrite what someone else has written if it says "I wrote and/or designed this".--[[User:Maximus|Maximus]] 22:00, 22 December 2008 (EST)<br />
<br />
::I did not specifically call you out Corona nor did I speculate on any particular poster's motives. I can see how you may have necessarily read my comment as implying such, however, and I apologize for that. Peace? --[[User:Squirrelloid|Squirrelloid]] 05:37, 29 December 2008 (EST)<br />
<br />
:Further vote of agreement on [[User:Squirrelloid|Squirrelloid]]'s action. --[[User:N9103|Edward]] 00:36, 24 December 2008 (EST)<br />
<br />
:Even more agreement. Barring outstanding complaint, we'll stick with this modified version. --[[User:LucienSadi|LucienSadi]] 06:39, 25 December 2008 (EST)<br />
<br />
== Merging in other articles and defining what this page should be ==<br />
Currently, there's this page, the [[defense guide]], and [[fortifications]] all doing approximately the same thing. What we need to do is better define what goes where, and what articles are actually necessary. I'd suggest merging most of the current articles into this one, and then taking all the specific defensive design strategies and putting them in a seperate page, similar to how [[bedroom designs]] is separate from [[bedroom]]. Thoughts? --[[User:Mikaka|Mikaka]] 00:11, 3 May 2009 (UTC)<br />
<br />
:I noticed that too when I was working on "siege engines" - repeated redundant duplication over and over again. I suggest (in line with your thoughts?) that this topic, "fortress defense", should be more abstract and theoretical, and more specific topics and examples have their own page(s). "Defense Designs" could be the equivalent of "bedroom design", with specifics. (Maybe a new category, "designs"?) The article starts well, with "fortification based" - but then never follows up with any other "X-, Y-, and Z-based" alternative approaches to that. The last few topics on this page are what I think it should be - general approaches, theory, points to consider. The examples of "reverse battlements" and the winding entryway are too specific, and with few alternative examples (or at least for an intro page like this). The graphics for the flooded entryway are not clear at all imo.<br />
<br />
:I think, on this page, something like these sections could be included, each short with a ''general'' discussion, perhaps with (at most) one simple example:<br />
:: 1) Plan ahead: Topography, natural barriers & dangers, growth, pro-con of walls vs trenches, ranges for weapons, etc.<br />
:: 2) Weapons at your disposal - active vs passive, barriers, bridges, traps, melee troops, archers, siege weapons, guard dogs, water, magma, pits, & etc.<br />
:: 3) Different threats - wild animals, thieves & snatchers, sieges, mega-beasts. Also flying critters, magma critters, GCS.<br />
:: 4) Defending... your entryway, your outdoor buildings/areas, your forest (or outdoor workers), your inner fortress (2nd line of defense), your troops.<br />
:: 5) Philosophies - "hall of traps", "crossbow death", "go turtle until it passes", "wall/channel your own private Idaho", "Mano a mano!", "kill zones", "complex entry traps", etc etc. (Names subject to change, natch)<br />
<br />
:''Then'', tied to each of those, links relevant to those ideas, with (hopefully) multiple and varying examples for each.<br />
<br />
:(Also, can we all agree to delete that chatty crap toward the very end? The trite Mayor and Trader exchange?) ;( I'd be happy to rewrite it so it's actually informative on the topic. --[[User:Albedo|Albedo]] 22:25, 3 May 2009 (UTC)<br />
<br />
::In general, I like this direction. It's very similar to the current [[defense guide]], though. If we are going to keep two separate pages, we need to better define what goes on what page. Personally, I think we could just merge the two together, and I don't really care which page is kept and which page becomes a redirect.<br />
::We definitely need a page like Defense designs, but it should also have stuff like the armed civilian section and other tips, so I'm not sure the name Defensive designs is accurate. <br />
::And yes, I'll get rid of that mayor/trader exchange. --[[User:Mikaka|Mikaka]] 01:16, 4 May 2009 (UTC)<br />
::: Hadn't stumbled upon that Defense Guide before - what a morass. That could use some paring down as well. And I'd bet nothing links to it. Yes, these could be combined - one page for general advice and theory, one (or more) for examples practical, impractical, specific and obscure. --[[User:Albedo|Albedo]] 01:33, 13 May 2009 (UTC)<br />
<br />
::::Seeing as how there's so very many ideas concerning defense, I think we need a disambiguation page, like there is for [[modding]], with sections on megabeasts, sieges, siege as defense, etc. --[[User:Smartmo|Smartmo]] 03:35, 13 May 2009 (UTC)<br />
<br />
:::::That's not technically a disambiguation page, that's a category. There is a [[:Category:Fortress defense]] category. If I understand you correctly, you're saying there should be a Megabeast defense page, a siege defense page, an ambush defense page, etc.? That doesn't really make sense... most aspects of defense overlap considerably, and you can't really build a separate defense system for each threat. Certainly the megabeast, siege, etc. pages should have a blurb about defending against said threat, but that doesn't mean there shouldn't be a centralized page that deals with all aspects of defense. --[[User:Mikaka|Mikaka]] 05:44, 13 May 2009 (UTC)</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Smelting&diff=1642540d:Smelting2009-05-11T03:06:51Z<p>Mikaka: In Napoliiiii, where love is king, when boy meets girl, here's what they saaaay.....</p>
<hr />
<div>'''Smelting''' is the act of refining raw stone ore(s) into useful bars of pure metal(s) or alloys. Smelting is similar but distinct from [[melting]], which reclaims existing metal objects back into (fractional) bars. Metal bars produced at a [[smelter]] are usable in a wide variety of goods, from weapons to goblets to furniture to buildings.<br />
<br />
Smelting also refines [[bituminous coal]] or [[lignite]] into [[coke]], a [[fuel]] which is equivalent to [[charcoal]]. Fuel is required to operate a smelter, metalsmith's forge, kiln, or glass furnace.<br />
<br />
Smelting requires the [[ore]] (or coal) to be processed, a [[smelter]], either [[fuel]] or (for [[magma smelter]]s) [[magma]] at least 4/7 deep, and a dwarf with the [[furnace operator]] [[skill]] enabled. Training in the skill is not required - since bars have no [[quality]] the only difference is the time the [[labor]] takes. <br />
<br />
Since smelting coke requires [[fuel]] in a conventional (non-magma) smelter, usually one [[wood]] is burned in a [[wood burner]] to create one charcoal to start the process. Alternatives are to bring one bar of charcoal or coke with the expedition at embark, [[trade]] for one from [[caravan]]s, or go straight to magma smelters.<br />
<br />
==Smelting ore results==<br />
All ores smelted alone have a % chance of turning into a certain kind of bar. The following table shows those chances.<br />
{| class="wikitable" border="1"<br />
|-<br />
! [[Ore]]<br />
! [[Iron]] <br />
! [[Gold]] <br />
! [[Silver]] <br />
! [[Copper]]<br />
! [[Nickel]] <br />
! [[Zinc]] <br />
! [[Platinum]] <br />
! [[Tin]] <br />
! [[Bismuth]] <br />
! [[Lead]]<br />
! [[Aluminum]] <br />
! [[Adamantine]]<br />
|-<br />
| [[Hematite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Limonite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Magnetite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Garnierite]]<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Platinum nuggets]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Gold nuggets]]<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Silver nuggets]]<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Horn silver]]<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Galena]]<br />
|<br />
|<br />
| 50%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|-<br />
| [[Tetrahedrite]]<br />
|<br />
|<br />
| 20%<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Copper nuggets]]<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Malachite]]<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Sphalerite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Cassiterite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Bismuthinite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|-<br />
| [[Aluminum]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|-<br />
| [[Adamantine#Processing|Adamantine strands]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|}<br />
<br />
Note that smelting [[galena]] often produces only [[lead]], which is mostly used in producing [[lay pewter]]. Additionally, smelting [[Adamantine]] strands results in wafers, which are needed in greater quantities than bars when creating items.<br />
<br />
==Coke smelting==<br />
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]]. It is not called [[coke]] when burned, it is called [[charcoal]].<br />
*[[Bituminous coal]] smelts into 3 [[coke]]<br />
*[[Lignite]] smelts into 2 [[coke]]<br />
*[[Wood]] burns into 1 [[charcoal]]<br />
<br />
==Flux==<br />
[[Flux]] is a stone that is used in the production of [[pig iron]] and [[steel]]. 5 types of [[stone]] are classified as [[flux]]: [[Calcite]], [[chalk]], [[dolomite]], [[limestone]], and [[marble]]. All function the same way, so if a recipe requires [[flux]], any will do.<br />
:''(In real life, flux helps gets the impurities out of the raw metal.)''<br />
<br />
==Alloys==<br />
Certain metals can be smelted together to create a new metal called an [[alloy]]. There are 2 sets of recipes for alloys. The first set use only [[ore]] while the second set use only [[bar]]s. You cannot mix the two.<br />
<br />
===Recipes using ore===<br />
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used. This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].<br />
{| class="wikitable" border="1"<br />
|-<br />
! Ingredient 1<br />
! Ingredient 2<br />
! Output<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Silver]] [[ore]]<br />
| [[Billon]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Sphalerite]]<br />
| [[Brass]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]]<br />
| [[Bronze]] bars[2]<br />
|-<br />
| [[Gold nuggets]]<br />
| [[Silver]] [[ore]]<br />
| [[Electrum]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]][3]<br />
| [[Fine pewter]] bars[4]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]][2]<br />
| [[Trifle pewter]] bars[3]<br />
|}<br />
<br />
===Recipes using bars===<br />
The following are all the recipes when smelting bars at the smelter.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Ingredient 1<br />
! Ingredient 2<br />
! Ingredient 3<br />
! Ingredient 4<br />
! Output<br />
|-<br />
| [[Copper]] bars<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Billon]] bars<br />
|-<br />
| [[Copper]] bars [2]<br />
| [[Tin]] bars<br />
| [[Bismuth]] bars<br />
|<br />
| [[Bismuth bronze]] bars [4]<br />
|-<br />
| [[Copper]] bars [2]<br />
| [[Silver]] bars<br />
| [[Gold]] bars<br />
|<br />
| [[Black bronze]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Zinc]] bars<br />
| <br />
|<br />
| [[Brass]] bars [2]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars<br />
| <br />
|<br />
| [[Bronze]] bars [2]<br />
|-<br />
| [[Gold]] bars<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Electrum]] bars [2]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [3]<br />
|<br />
|<br />
| [[Fine Pewter]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [2]<br />
| [[Lead]] bars<br />
|<br />
| [[Lay pewter]] bars [4]<br />
|-<br />
| [[Copper]] bar<br />
| [[Nickel]] bars [2]<br />
| [[Zinc]] bars<br />
|<br />
| [[Nickel silver]] bars [4]<br />
|-<br />
| [[Iron]] bars<br />
| [[Coke]]*<br />
| [[Flux]]<br />
|<br />
| [[Pig iron]] bars<br />
|-<br />
| [[Copper]] bars<br />
| [[Gold]] bars [3]<br />
|<br />
|<br />
| [[Rose gold]] bars [4]<br />
|-<br />
| [[Iron]] bar<br />
| [[Pig iron]] bars<br />
| [[Coke]]<sup>1</sup><br />
| [[Flux]]<br />
| [[Steel]] bars [2]<br />
|-<br />
| [[Copper]] bars [3]<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Sterling silver]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [2]<br />
|<br />
|<br />
| [[Trifle pewter]] bars [3]<br />
|}<br />
:<sup>1: The [[coke]] used as a reagent for making pig iron and steel bars also counts as the [[fuel]] needed by a normal [[smelter]].</sup><br />
<br />
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]]. If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.<br />
<br />
A spreadsheet listing these recipes can be found at the following link. Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make. Both Excel and Open Office formats are included: [http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip]<br />
<br />
<br />
----<br />
'''See also'''<br />
<br />
* [[Smelter]]<br />
* [[Magma Smelter]]<br />
* [[Ore]]<br />
* [[Metal]]<br />
<br />
[[Category:Guides]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Smelting&diff=1642040d:Smelting2009-05-10T21:50:06Z<p>Mikaka: I REFUSE to summerize this edit.</p>
<hr />
<div>'''Smelting''' is the act of refining raw stone ore(s) into useful bars of pure metal(s) or alloys. Smelting is similar but distinct from [[melting]], which reclaims existing metal objects back into (fractional) bars.<br />
<br />
Smelting also refines [[bituminous coal]] or [[lignite]] into [[coke]], a fuel which is equivalent to [[charcoal]], required for smelting and also [[forge|forging]] any metal products. Metal bars produced at a [[smelter]] are usable in a wide variety of goods, from weapons to goblets to furniture to buildings, and fuel is usable in a smelter, metalsmith's forge, kiln, or glass furnace.<br />
<br />
Smelting requires the [[ore]] (or coal) to be processed, a [[smelter]], a heat source (either [[fuel]] or (for [[magma smelter]]s) [[magma]] at least 4/7 deep), and a dwarf with the [[furnace operator]] [[skill]] enabled. Training in the skill is not required - since bars have no [[quality]] the only difference is the time the [[labor]] takes. <br />
<br />
Since smelting coke requires [[fuel]] in a conventional (non-magma) smelter, usually one [[wood]] is burned in a [[wood burner]] to create one charcoal to start the process. Alternatives are to bring one bar of charcoal or coke with the expedition at embark, [[trade]] for one from [[caravan]]s, or go straight to magma smelters.<br />
<br />
==Smelting ore results==<br />
All ores smelted alone have a % chance of turning into a certain kind of bar. The following table shows those chances.<br />
{| class="wikitable" border="1"<br />
|-<br />
! [[Ore]]<br />
! [[Iron]] <br />
! [[Gold]] <br />
! [[Silver]] <br />
! [[Copper]]<br />
! [[Nickel]] <br />
! [[Zinc]] <br />
! [[Platinum]] <br />
! [[Tin]] <br />
! [[Bismuth]] <br />
! [[Lead]]<br />
! [[Aluminum]] <br />
! [[Adamantine]]<br />
|-<br />
| [[Hematite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Limonite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Magnetite]]<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Garnierite]]<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Platinum nuggets]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Gold nuggets]]<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Silver nuggets]]<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Horn silver]]<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Galena]]<br />
|<br />
|<br />
| 50%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|-<br />
| [[Tetrahedrite]]<br />
|<br />
|<br />
| 20%<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Copper nuggets]]<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Malachite]]<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Sphalerite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Cassiterite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| [[Bismuthinite]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|<br />
|<br />
|-<br />
| [[Aluminum]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|<br />
|-<br />
| [[Adamantine#Processing|Adamantine strands]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| 100%<br />
|}<br />
Note that smelting [[galena]] often produces only [[lead]], which is mostly used in producing [[lay pewter]]. Additionally, smelting [[Adamantine]] strands results in wafers, which are needed in greater quantities than bars when creating items.<br />
<br />
==Coke smelting==<br />
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]]. It is not called [[coke]] when burned, it is called [[charcoal]].<br />
*[[Bituminous coal]] smelts into 3 [[coke]]<br />
*[[Lignite]] smelts into 2 [[coke]]<br />
*[[Wood]] burns into 1 [[charcoal]]<br />
<br />
==Flux==<br />
[[Flux]] is that stuff you use to get the impurities out of [[steel]]. There are 5 kinds of [[flux]]: [[Calcite]], [[limestone]], [[dolomite]], [[chalk]], [[marble]]. All function the same way so if you see [[flux]] in a recipe, any will do.<br />
<br />
==Alloys==<br />
{{main|Alloy}}<br />
There are 2 sets of recipes for [[alloy]]s. The first set use only [[ore]] while the second set use only [[bar]]s. You cannot mix the two.<br />
<br />
==Recipes using ore==<br />
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used.<br />
This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].<br />
{| class="wikitable" border="1"<br />
|-<br />
! Ingredient 1<br />
! Ingredient 2<br />
! Output<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Silver]] [[ore]]<br />
| [[Billon]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Sphalerite]]<br />
| [[Brass]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]]<br />
| [[Bronze]] bars[2]<br />
|-<br />
| [[Gold nuggets]]<br />
| [[Silver]] [[ore]]<br />
| [[Electrum]] bars[2]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]][3]<br />
| [[Fine pewter]] bars[4]<br />
|-<br />
| [[Copper]] [[ore]]<br />
| [[Cassiterite]][2]<br />
| [[Trifle pewter]] bars[3]<br />
|}<br />
<br />
==Recipes using bars==<br />
The following are all the recipes when smelting bars at the smelter.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Ingredient 1<br />
! Ingredient 2<br />
! Ingredient 3<br />
! Ingredient 4<br />
! Output<br />
|-<br />
| [[Copper]] bars<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Billon]] bars<br />
|-<br />
| [[Copper]] bars [2]<br />
| [[Tin]] bars<br />
| [[Bismuth]] bars<br />
|<br />
| [[Bismuth bronze]] bars [4]<br />
|-<br />
| [[Copper]] bars [2]<br />
| [[Silver]] bars<br />
| [[Gold]] bars<br />
|<br />
| [[Black bronze]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Zinc]] bars<br />
| <br />
|<br />
| [[Brass]] bars [2]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars<br />
| <br />
|<br />
| [[Bronze]] bars [2]<br />
|-<br />
| [[Gold]] bars<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Electrum]] bars [2]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [3]<br />
|<br />
|<br />
| [[Fine Pewter]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [2]<br />
| [[Lead]] bars<br />
|<br />
| [[Lay pewter]] bars [4]<br />
|-<br />
| [[Copper]] bar<br />
| [[Nickel]] bars [2]<br />
| [[Zinc]] bars<br />
|<br />
| [[Nickel silver]] bars [4]<br />
|-<br />
| [[Iron]] bars<br />
| [[Coke]]*<br />
| [[Flux]]<br />
|<br />
| [[Pig iron]] bars<br />
|-<br />
| [[Copper]] bars<br />
| [[Gold]] bars [3]<br />
|<br />
|<br />
| [[Rose gold]] bars [4]<br />
|-<br />
| [[Iron]] bar<br />
| [[Pig iron]] bars<br />
| [[Coke]]<sup>1</sup><br />
| [[Flux]]<br />
| [[Steel]] bars [2]<br />
|-<br />
| [[Copper]] bars [3]<br />
| [[Silver]] bars<br />
|<br />
|<br />
| [[Sterling silver]] bars [4]<br />
|-<br />
| [[Copper]] bars<br />
| [[Tin]] bars [2]<br />
|<br />
|<br />
| [[Trifle pewter]] bars [3]<br />
|}<br />
:<sup>1: The [[coke]] used as a reagent for making pig iron and steel bars also counts as the [[fuel]] needed by a normal [[smelter]].</sup><br />
<br />
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]]. If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.<br />
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A spreadsheet listing these recipes can be found at the following link. Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make. Both Excel and Open Office formats are included: [http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip]<br />
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==See also==<br />
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* [[Smelter]]<br />
* [[Magma Smelter]]<br />
* [[Ore]]<br />
* [[Metal]]<br />
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[[Category:Guides]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Stone_layers&diff=4084940d:Stone layers2009-05-10T21:07:58Z<p>Mikaka: "Do you bite your thumb at us, sir?" "Is the law on our side if I say ay?" "No." "No, sir, I do not bite my thumb at you, sir, but I do bite my thumb, sir."</p>
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<div>There are four '''layers of stone''' in Dwarf Fortress. Each has different types of of [[ore]] and [[gems]] available. Layers are extremely important in site selection because it determines what [[metals]] there are to work with. Layers also help in determining where to begin [[exploratory mining]] depending on what is needed for the fortress.<br />
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== Sedimentary ==<br />
{{main|Sedimentary layer}}<br />
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Appears in a lighter shade on the embark menu. Often includes [[coal]], [[iron]] [[ore]], and all but one of the [[flux]] [[stones]], all the components for making [[steel]]. Never found in the same [[biome]] as igneous extrusive. Full to the brim with <s>solid sexiness</s> valuable and useful deposits. Only place to find [[bituminous coal]] and [[lignite]], and [[iron]] [[ore]] in [[large clusters]] ([[magnetite]]). Good choice for [[Exploratory mining]].<br />
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== Metamorphic ==<br />
{{main|Metamorphic layer}}<br />
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Contains a small variety of ores, but tends to be rich in gems. Includes [[marble]], the only non-[[Sedimentary]] [[flux]]. If there are no [[flux]] [[sedimentary]] layers Metamorphics can be useful in the early stages but the lack of weapon quality [[ore]] (besides [[copper]] and [[silver]]) make it a poor choice for full scale [[Exploratory mining]] in the early game.<br />
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== Igneous extrusive ==<br />
{{main|Igneous extrusive layer}}<br />
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Appears in a darker shade on the embark menu. It is likely to include [[obsidian]] and metal [[ores]]. It also indicates a good chance of <s>liquid sexiness</s> [[magma]] being present in some form or another. Never found in the same [[biome]] as sedimentary. <br />
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== Igneous intrusive ==<br />
{{main|Igneous intrusive layer}}<br />
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Like extrusive, also often contains <s>liquid sexiness</s> [[magma]], but farther down typically.<br />
Often contains gold or copper ore. All Igneous layers can contain [[veins]] of [[Hematite]] a ore of [[iron]].<br />
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== Other layers ==<br />
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=== Soil ===<br />
{{main|Soil}}<br />
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When soil is present, it will always be the top layer or two, above any stone layers. Appears in brown on the embark menu. Useful for growing [[crops]] and storage, but provides no rock for building. <br />
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=== Magma ===<br />
{{main|Magma}}<br />
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Not visible on the embark menu, unless you build directly on a [[volcano]] or enable it in init.txt. Both useful and <s>[[fun]]</s> dangerous.<br />
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=== Aquifer ===<br />
{{main|Aquifer}}<br />
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Appears with a line of tildes(~) when listed as a layer on the embark menu ( {{key|tab}} ). This layer of water generating stone can be used as a water source, but often is a barrier to all layers below it. <br />
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[[Category:World]]<br />
[[Category:Stone Layers| ]]</div>Mikakahttps://dwarffortresswiki.org/index.php?title=40d:Door&diff=169140d:Door2009-05-07T08:38:22Z<p>Mikaka: Yeah, I'm not really sure what's with the Beatle's songs either.</p>
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<div>A '''door''' (called a '''portal''' when made of glass) is a piece of [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[glass]] (at a [[glass furnage]]), or [[metal]] (at a [[metalsmith's forge]]). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}.<br />
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Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the "value" of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.<br />
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Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.<br />
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Doors may be hooked up to a [[lever]], in which case they will operate exactly like a [[floodgate]].<br />
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== Door settings ==<br />
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There are three options one can specify on a door from the {{K|q}} menu:<br />
* {{K|l}} Forbid/Permit Passage<br />
** A door set to Forbidden is impassable to everyone in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.<br />
* {{K|o}} Keep Tightly Closed/Make Pet-Passable<br />
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf. This also affect the door's permeability to wild animals - a tightly closed door is a good way to keep wild animals from blundering into your fort.<br />
* {{K|s}} Set as Internal/External<br />
** A door set to external functions as a [[wall]] when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.<br />
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== "Building" doors ==<br />
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After constructing a door at any of the above workshops, they must be "{{K|b}}uilt" (placed) like all other furniture. Doors can now be placed on any open square adjacent to a wall. Locked doors and [[statue]]s do not count as walls for door-building purposes anymore. For the same result of the statue-door-move statue trick in previous versions to build an infinite line of doors, instead use a constructed wall segment. Doors will not "fall down" when the constructed wall is removed. They will, however, fall down if a non-constructed wall they are attached to is mined out and they have no other support.<br />
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== Door construction ==<br />
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A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. Doors cannot be built on top of other doors &ndash; there must be a floor. Stairs and ramps, of course, cannot be built on top of doors either.<br />
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== Door strength ==<br />
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Trolls and most megabeasts can destroy doors. All doors. There are no exceptions. <small>Run.</small><br /><br />
(Conversely, ''any'' door is completely invulnerable to anything that isn't a building destroyer. Therefore, a glass portal can stop an Elite Hammergoblin.)<br />
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==Doors ajar==<br />
Sometimes [[dwarves]] will leave items in [[door]]s, propping them open. Having a door open when it should be closed can lead to all sorts of disasters with [[water]], [[magma]] and hostile [[creatures]].<br />
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To remove an item from a doorway designate a [[garbage dump]] (preferrably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labour enabled will come along and shift it.<br />
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If you don't want to designate the item for dumping (or can't, if it's owned by an individual dwarf) you can clear the area by dismantling the door and rebuilding it. Dwarves always clear the area when they build things. <bR>Select the door with {{k|q}} and then press {{k|x}} to order the door dismantled. Reconstruct the door in the same way as building a new one.<br />
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{{Buildings FAQ}}{{buildings}}<br />
[[Category:Furniture]]</div>Mikaka