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{{Quality|Fine}}
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{{Quality|Masterwork|11:55, 22 June 2020 (UTC)}}
 
{{av}}
 
{{av}}
 
{{buggy|bugsection=Bugs}}
 
{{buggy|bugsection=Bugs}}
[[File:hospital_preview.png|right]]A '''hospital''' [[location]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any [[bed]]s, [[Table]]s, [[traction bench]]es, and [[container]]s that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's containers; you may adjust the desired quantities.
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[[File:healthcare_icon.png|100px|right]]A '''hospital''' [[zone]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any [[bed]]s, [Table]s, [[traction bench]]es, and [[container]]s that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's containers; you may adjust the desired quantities.
  
'''Doctors''' are dwarves assigned to any of the four doctoring occupations: [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and doctor, which does all of the above. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must use [[DFHack]] in the interim) perform any healthcare on animals. Suturing and wound dressing are done by orderlies, but their quality is not impacted by any skills, so having all dwarves assigned to it has no negative effect.
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'''Doctors''' are dwarves assigned to any of the five doctoring labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must needs use [[DFHack]] in the interim) perform any healthcare on animals, despite injured animals "requesting" diagnosis in the [[Health screen|health screen]] ({{k|z}}).  
  
Dwarves assigned roles via the hospital zone will only begin doing them once the labors for all dwarves have been updated. To quickly achieve this, go to the labor menu and set 'only selected dwarves mine' to 'no dwarves mine' and then set back to 'only selected dwarves mine', or do anything else in work details.
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All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed.  
 
 
All beds within a hospital location are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed.  
 
  
 
==Setting up a hospital==
 
==Setting up a hospital==
Hospitals are designated as [[locations]]. Designate any zone except a bedroom in the usual way, then select the Add Location button (plus sign) and select Hospital. Any amount of zones can be added to the hospital in the same way, selecting the existing hospital name instead of clicking "new hospital" at the top of the menu. Select the view location button (magnifying glass) allows you to check the equipment and medical supplies missing/available to your hospital.
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Hospitals are designated as [[zone]]s, press {{k|i}} and lay out the area you plan on having your hospital in using the cursor keys --proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol-- hit enter when you're done. Then with your cursor over the zone you've just placed press {{k|h}} to designate it as a hospital. From this screen, you can also press {{k|H}} 'Set Hospital Information' to check the equipment and medical supplies missing/available to your hospital.
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Dwarves can lie on the ground instead of in beds if none are available, but this is not ideal.
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* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.
* Place at least one [[table]] ({{Menu icon|b|f|t|sep=-}}) for surgeons to perform surgery on. Adjacency to beds makes it easier to move a patient for surgery. You may perform surgery without tables; it will be messier.
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* Place at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. Adjacency to beds makes it easier to move a patient for surgery. You may perform surgery without tables; it will be messier.
 
** Multiple dwarves may undergo simultaneous surgeries on the same table.
 
** Multiple dwarves may undergo simultaneous surgeries on the same table.
* Place one or more [[traction bench]]es ({{Menu icon|b|f|T|sep=-}}) to handle compound fractures when the dwarf requires "immobilization."
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* Place one or more [[traction bench]]es ({{k|b}}-{{k|R}}) to handle compound fractures when the dwarf requires "immobilization."
 
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.
 
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.
* Place [[container]]s ({{Menu icon|b|f|h|sep=-}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's 'Set Hospital Information' menu. A small hospital can manage with two containers, while a fully-fledged fortress with an adventurous military may need as many as eight. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)
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* Place [[container]]s ({{k|b}}-{{k|h}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's 'Set Hospital Information' menu. A small hospital can manage with two containers, while a fully-fledged fortress with an adventurous military may need as many as eight. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)
  
Medical Staff:  
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Medical Staff:
* Assign dwarves to one of the doctoring occupations and they will do them once work details have been updated. You might want to set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. Any dwarf who is assigned as a doctor or diagnoser can diagnose dwarves.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example, washing or suturing. Low-skilled diagnosers may miss syndromes, so if you're having an epidemic of [[forgotten beast|flesh melting extract]], it may be best to only have your best diagnosers on duty.
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* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide {{k|z}} [[health screen]] as well as individual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}), for easier monitoring and tracking of dwarves seeking treatment and their conditions.
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* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). You might want set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example, washing or suturing.)
 
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of a lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.
 
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of a lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.
  
 
== Skills and injuries==
 
== Skills and injuries==
There are four skilled [[doctor]]ing labors and two unskilled supporting hauling labors involved in healthcare.
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There are five skilled [[doctor]]ing labors and two unskilled supporting hauling labors involved in healthcare.
  
 
{| Class=wikitable
 
{| Class=wikitable
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|-
 
|-
 
| [[Diagnostician]]
 
| [[Diagnostician]]
| Determines what procedures (of the other four) are necessary. Bad diagnosers might miss [[syndrome|syndromes]] others won't.
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| Determines what procedures (of the other four) are necessary
 
|-
 
|-
 
| [[Surgeon]]
 
| [[Surgeon]]
| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle, bones. Good surgeons cause less bleeding in their operations.
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| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle, bones
|-
 
| [[Bone doctor]]
 
| Sets simple breaks for healing
 
 
|-
 
|-
 
| [[Suturer]]
 
| [[Suturer]]
| Stops serious bleeding. Part of the default '''orderly''' work detail.
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| Stops serious bleeding
 
|-
 
|-
 
| [[Wound dresser]]
 
| [[Wound dresser]]
| Finalizes closed wounds for healing. Part of the default '''orderly''' work detail.
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| Finalizes closed wounds for healing
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|-
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| [[Bone doctor]]
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| Sets simple breaks for healing
 
|- style="background-color:#eaeaea;"
 
|- style="background-color:#eaeaea;"
 
| [[Labor|Recovering wounded]]
 
| [[Labor|Recovering wounded]]
| Hauls wounded units to the hospital. Part of the default '''orderly''' work detail.
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| For those who cannot walk to a hospital zone
 
|- style="background-color:#eaeaea;"
 
|- style="background-color:#eaeaea;"
 
| Feed patients/prisoners
 
| Feed patients/prisoners
| Gives food/water to patients/prisoners. Part of the default '''orderly''' work detail.
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| for those who cannot walk to food/drink
 
|}
 
|}
  
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</div>
 
</div>
  
With a chief medical dwarf appointed, you can view your dwarves' health using {{k|w}} for wounds section.  
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With a chief medical dwarf appointed, you can view your fortress' health using the {{k|z}}-[[health screen]], or individually by selecting a dwarf and using {{k|w}} for wounds section.  
  
  
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: Surgery also covers the repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.
 
: Surgery also covers the repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.
  
* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Body_token#GRASP|Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.
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* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Health screen#Fifth Key Column|Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.
  
 
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to the hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.
 
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to the hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.
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==Infection==
 
==Infection==
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding. The creature that caused the infection will be credited for the kill.
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Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.
  
 
Causes of infection include:
 
Causes of infection include:
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An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.
 
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.
 
It's worth noting however that [[Necromancer|necromancy]] effectively cures infections, as the [[intelligent undead|intelligent undead]] it can create cannot die of bleeding.
 
  
 
== Equipment and medical supplies ==
 
== Equipment and medical supplies ==
[[File:Hospital information v50.03.png|thumb|In-game hospital information summary]]
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[[File:Hospital information.png|thumb|In-game hospital information summary]]
 
=== Traction benches ===
 
=== Traction benches ===
 
A traction bench is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.
 
A traction bench is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.
  
It is constructed in the [[mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. "Recycling" low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to "Give" to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).
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It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. "Recycling" low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to "Give" to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).
  
 
=== Gypsum plaster ===
 
=== Gypsum plaster ===
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=== Splints ===
 
=== Splints ===
Splints, applied by a bone doctor, immobilize limbs that have sustained bone fractures, allowing them to heal. Dwarves will '''not''' be able to leave the hospital and resume their normal duties until the broken limb is fully healed. {{verify}}
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Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed. Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up, since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.
  
They can be made out of one [[wood]] at the [[carpenter's workshop]] or one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints are inferior to plaster casts, as while they are easier to obtain and prepare, they do not allow movement while healing (which can take months). Splints are categorized as [[finished goods]].
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They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints seem to be an effective alternative to plaster casts, and are easier to obtain and prepare. Splints are categorized as [[finished goods]].
  
 
=== Other equipment===
 
=== Other equipment===
 
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.
 
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.
 
*[[Table]]s are used to conduct operations on.
 
*[[Table]]s are used to conduct operations on.
*[[Bed]]s are used by patients to rest. Placing beds at the corners of a hospital will help ensure the wounded are brought to a tile that has a bed.
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*[[Bed]]s are used by patients to rest.
 
*[[Thread]] is used to suture closed wounds.
 
*[[Thread]] is used to suture closed wounds.
 
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.
 
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.
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* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.
 
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.
 
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast-eating freeloaders to block the medical process.
 
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast-eating freeloaders to block the medical process.
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize. Plus, necrotizing flesh can generate lots of [[miasma]], which a closed door will stop.
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* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area.
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* You may wish to consider individual rooms for each bed; if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize.
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* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your Chief Medical Dwarf if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.
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** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.
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** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately, so long as there is an idle dwarf.
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* Create "nurses" by setting dwarves to only use the Recover wounded, Give food and Give water labors.
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** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).
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** "Recover wounded", "Give food" and "Give water" are low-priority jobs, so it is entirely possible for a patient to starve, dehydrate, or bleed to death if no one ever gets "unbusy" enough to bring them food or water, or move them to the hospital.
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** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle — if they become injured, they cannot treat themselves.
 
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.
 
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.
 
* If you use Dwarf Therapist, try to select strong or large-sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].
 
* If you use Dwarf Therapist, try to select strong or large-sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].
 
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  "Bring crutch" and "Recover Wounded" jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second "crutch required" or "recover wounded" request will be generated, but often too late for the patient's full recovery.  Your best bet is to ensure someone (not burrowed) has "recover wounded" enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}
 
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  "Bring crutch" and "Recover Wounded" jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second "crutch required" or "recover wounded" request will be generated, but often too late for the patient's full recovery.  Your best bet is to ensure someone (not burrowed) has "recover wounded" enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}
 
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue.  
 
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue.  
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in the hospital while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.
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* Set the hospital zone to inactive and forbid everything in it when you don't have any real medical issues. It will prevent dwarves who have no real injuries from useless resting there (bee stings & harmless evil weather syndromes can result in this, medics will cancel diagnose patient due to "not resting" because the resting phase usually ends very fast).
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* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in hospital, while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.
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* You may want to disable the hospital if you want your injured dwarves to get up from it while you lack the equipment to treat them. When able, military dwarves will keep fighting enemies or follow current valid station or kill orders despite injuries they may incur, but civilian dwarves will go into "resting mode" when injured, and once they've gone or carried in they won't leave the hospital until the injury is healed or treated. You can re-enable the hospital once you no longer need your dwarves to stay out of it.
  
Dwarves will prefer to store and use the most expensive thread and cloth yes, that includes special "[[raw adamantine|exotic]]" strands, which you may want to forbid during medical emergencies.
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Dwarves will prefer to store and use the most expensive thread and cloth - yes, that includes special "[[raw adamantine|exotic]]" strands, which you may want to forbid during medical emergencies.
  
 
==Bugs==
 
==Bugs==
* Occupations assigned at a hospital will not take immediate effect due to the [[Known bugs and issues#healthcare-labors-bug|healthcare labors bug]].
 
 
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}
 
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}
 
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.
 
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.

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