v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Dwarf fortress mode

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:
  
 
<div style="font-size: 120%">
 
<div style="font-size: 120%">
:''This is a comprehensive reference guide for Fortress Mode.<br/>'''If you are looking for a fortress mode tutorial see the [[Tutorials]] or [[Quickstart guide]].'''''
+
:''This is a comprehensive reference guide for Fortress Mode.<br/>'''If you are looking for a fortress mode tutorial see the {{L|Tutorials}} or {{L|Quickstart guide}}.'''''
 
</div>
 
</div>
  
  
'''Fortress mode''' is the most popular mode of gameplay in Dwarf Fortress and what most people are thinking of when they talk about the game. In fortress mode, you pick a [[location]], then assign your seven initial [[dwarves]] some starting [[skills]], equipment, provisions, and [[animals]] to bring along.  After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every detail, from geologically appropriate stone types to roaring waterfalls to ornery hippopotami. Rather than control individual dwarves, you design everything and your dwarves go about implementing your designs on their own.
+
'''Fortress mode''' is the most popular mode of gameplay in Dwarf Fortress and what most people are thinking of when they talk about the game. In fortress mode, you pick a {{L|location|location}}, then assign your seven initial {{L|dwarves}} some starting {{L|skills}}, equipment, provisions, and {{L|animals}} to bring along.  After preparations are complete and your hardy explorers {{L|embark}}, they'll be faced with the fortress site you picked down to every detail, from geologically appropriate stone types to roaring waterfalls to ornery hippopotami. Rather than control individual dwarves, you design everything and your dwarves go about implementing your designs on their own.
  
Unlike fortress mode, [[Adventurer mode]] is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same worlds used for fortress mode. In adventure mode you control a single adventurer (character) who travels around, takes on quests, fights, dies, possibly visits your abandoned forts, etc, in a turn-based (rather than real-time) manner. See [[Adventurer mode]] for more information.
+
Unlike fortress mode, {{L|Adventurer mode}} is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same worlds used for fortress mode. In adventure mode you control a single adventurer (character) who travels around, takes on quests, fights, dies, possibly visits your abandoned forts, etc, in a turn-based (rather than real-time) manner. See {{L|Adventurer mode}} for more information.
  
  
Line 17: Line 17:
 
As a [http://en.wikipedia.org/wiki/Construction_and_management_simulation_games construction and management simulation game], there are few goals imposed upon the player by the programming.  
 
As a [http://en.wikipedia.org/wiki/Construction_and_management_simulation_games construction and management simulation game], there are few goals imposed upon the player by the programming.  
  
The main goal, if any, is to take your seven initial dwarves and expand them into a thriving community with skilled [[Labor|workers]], [[military|battle veterans]] and [[nobles]].  Make your dwarves [[wealth|rich]] with fine [[finished goods|crafts]], valuable [[currency#Coins|coins]], precious [[gem]]s and protect them from [[siege|foes]] with deadly [[trap]]s.  Make sure they have plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground and keep them [[clothing|clothed]] in [[leather]] and [[cloth]].
+
The main goal, if any, is to take your seven initial dwarves and expand them into a thriving community with skilled {{L|Labor|workers}}, {{L|military|battle veterans}} and {{L|nobles}}.  Make your dwarves {{L|wealth|rich}} with fine {{L|finished goods|crafts}}, valuable {{L|currency#Coins|coins}}, precious {{L|gem}}s and protect them from {{L|siege|foes}} with deadly {{L|trap}}s.  Make sure they have plenty of {{L|food}} and {{L|alcohol}}, by way of {{L|farming|farms}} above and below ground and keep them {{L|clothing|clothed}} in {{L|leather}} and {{L|cloth}}.
  
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is [[dig]] down, down, far down.  Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below and not all are friendly to dwarves....
+
Of course, every dwarf loves precious {{L|metal}}s, but the only way to find them is {{L|dig}} down, down, far down.  Make sure you don't dig too greedily, or too deep, for many creatures dwell in the {{L|caverns}} below and not all are friendly to dwarves....
  
 
And don't forget the alcohol. Dwarves get '''very''' unhappy without a good stiff drink when the urge hits.
 
And don't forget the alcohol. Dwarves get '''very''' unhappy without a good stiff drink when the urge hits.
  
Some more specific [[challenges]] are available here, compiled by fun-loving players from all around.  There are also a wide variety of player-created [http://www.bay12forums.com/smf/index.php?topic=28829.0 game mods] which can add new creatures/crops/items/etc, or increase the difficulty of the game.
+
Some more specific {{L|challenges}} are available here, compiled by fun-loving players from all around.  There are also a wide variety of player-created [http://www.bay12forums.com/smf/index.php?topic=28829.0 game mods] which can add new creatures/crops/items/etc, or increase the difficulty of the game.
  
 
== The World ==
 
== The World ==
  
To play dwarf fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions on generating a world. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.
+
To play dwarf fortress in fortress mode you must generate a world that includes a dwarven civilization. See {{L|World generation}} for detailed instructions on generating a world. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.
  
Non-dwarven civilizations can be played in fortress mode if you modify the raws to add the '''<nowiki>[CIV_CONTROLLABLE]</nowiki>''' token to other entity definitions. This is not recommended for new players. See the [[modding guide]] for information on how to do this.
+
Non-dwarven civilizations can be played in fortress mode if you modify the raws to add the '''<nowiki>[CIV_CONTROLLABLE]</nowiki>''' token to other entity definitions. This is not recommended for new players. See the {{L|modding guide}} for information on how to do this.
  
 
=== Geographic Features ===
 
=== Geographic Features ===
The main features of a world are [[Biome]]s on the surface and [[Stone layers]] under the surface, some of which may contain [[Aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[River]]s, [[Volcano]]es, and [[Cave]]s.
+
The main features of a world are {{L|Biome}}s on the surface and {{L|Stone layers}} under the surface, some of which may contain {{L|Aquifer}}s. Other surface features that are significant, but which aren't biomes strictly speaking, are {{L|River}}s, {{L|Volcano}}es, and {{L|Cave}}s.
  
There are also [[Cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other Fun things underground that you can't see. You will have to find these on your own, if they exist.
+
There are also {{L|Cavern}}s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other Fun things underground that you can't see. You will have to find these on your own, if they exist.
  
 
=== Inhabitants ===
 
=== Inhabitants ===
Every playable world will be inhabited by various [[Creature]]s, [[Civilization]]s, and [[Megabeast]]s (including [[Titan]]s and [[Forgotten beast]]s) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.
+
Every playable world will be inhabited by various {{L|Creature}}s, {{L|Civilization}}s, and {{L|Megabeast}}s (including {{L|Titan}}s and {{L|Forgotten beast}}s) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.
  
 
=== History ===
 
=== History ===
Given that your world includes creatures and civilizations capable of independent action, it also has a '''History''' that is viewable in [[Legends]] mode. Historical events will show up in [[Engravings]] and other artwork created by your dwarves. Historical '''dates''' are expressed in terms of the Dwarven [[Calendar]].
+
Given that your world includes creatures and civilizations capable of independent action, it also has a '''History''' that is viewable in {{L|Legends}} mode. Historical events will show up in {{L|Engravings}} and other artwork created by your dwarves. Historical '''dates''' are expressed in terms of the Dwarven {{L|Calendar}}.
  
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[Engraving]]s and [[Decoration]]s created by your dwarves or those in a later fortress.
+
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various {{L|Engraving}}s and {{L|Decoration}}s created by your dwarves or those in a later fortress.
  
 
== Embarking ==
 
== Embarking ==
 
[[File:FlowchartDF.png|thumb|200px|right|[[From Caravan to Happy Dwarves]] - a flowchart showing approximately what sequence of actions most people will take after embarking.]]
 
[[File:FlowchartDF.png|thumb|200px|right|[[From Caravan to Happy Dwarves]] - a flowchart showing approximately what sequence of actions most people will take after embarking.]]
  
:''Main article: [[Embark]]''
+
:''Main article: {{L|Embark}}''
:''Also see: [[Reclaim fortress mode]]''
+
:''Also see: {{L|Reclaim fortress mode}}''
  
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as '''Embarking''' and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.
+
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as '''Embarking''' and is a major subject in and of itself. See the {{L|Embark}} guide for all of the details. Also see {{L|Starting build}} for more information on outfitting your expedition.
  
 
After you embark, the real game begins.
 
After you embark, the real game begins.
Line 56: Line 56:
 
== Gameplay User Interface ==
 
== Gameplay User Interface ==
  
:''Also see: [[Menu]]''
+
:''Also see: {{L|Menu}}''
  
Your main view of the in-game world is that of a multi-layered environment which you can move in the four main cardinal directions as well as up and down [[Z-level]]s in elevation. The generated worlds are made of tiles, each representing anything in the world. There is also a command menu that lets you set commands that your dutiful dwarves will attempt to follow.
+
Your main view of the in-game world is that of a multi-layered environment which you can move in the four main cardinal directions as well as up and down {{L|Z-level}}s in elevation. The generated worlds are made of tiles, each representing anything in the world. There is also a command menu that lets you set commands that your dutiful dwarves will attempt to follow.
  
 
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.
 
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.
Line 106: Line 106:
 
*{{DFtext|Return to Game}} - Exit the options menu. You can also just press {{K|Esc}}.
 
*{{DFtext|Return to Game}} - Exit the options menu. You can also just press {{K|Esc}}.
 
*{{DFtext|Save Game}} - Saves the game and exits to the main menu screen.  
 
*{{DFtext|Save Game}} - Saves the game and exits to the main menu screen.  
*{{DFtext|Key Bindings}} - A UI for changing the [[Key bindings]]
+
*{{DFtext|Key Bindings}} - A UI for changing the {{L|Key bindings}}
 
*{{DFtext|Export Local Image}} - Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]
 
*{{DFtext|Export Local Image}} - Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]
*{{DFtext|Music and Sound}} - Options related to the [[Music]]
+
*{{DFtext|Music and Sound}} - Options related to the {{L|Music}}
*{{DFtext|Abandon the Fortress}} (or Succumb to Invasion) - This [[abandon]]s the fortress and then saves the map to the world's data files for later use. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you "give up" on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].
+
*{{DFtext|Abandon the Fortress}} (or Succumb to Invasion) - This {{L|abandon}}s the fortress and then saves the map to the world's data files for later use. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you "give up" on a fortress. You might later {{L|Reclaim fortress mode|reclaim}} the fortress with a new group of dwarves or visit it with an adventurer in {{L|Adventurer mode}}.
  
 
=== Main Map ===
 
=== Main Map ===
Line 123: Line 123:
 
|-
 
|-
 
| {{k|<}} {{k|>}}
 
| {{k|<}} {{k|>}}
| Move one [[Z-level]] up or down.
+
| Move one {{L|Z-level}} up or down.
 
|-
 
|-
 
| {{k|F1}}
 
| {{k|F1}}
Line 130: Line 130:
 
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.
 
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.
  
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|<}} and {{k|>}}.
+
While the play area itself is three-dimensional, the window is not; you can only view one {{L|Z-level}} at a time. You can change which Z-Level is currently displayed using {{k|<}} and {{k|>}}.
  
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around a map with a non-flat surface, even if you don't press {{K|<}} or {{K|>}}.
+
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current {{L|Z-level}} that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around a map with a non-flat surface, even if you don't press {{K|<}} or {{K|>}}.
  
 
==== Map Cursor ====
 
==== Map Cursor ====
Line 165: Line 165:
  
 
===== Look Around =====
 
===== Look Around =====
Hit {{K|k}} and use the directional keys to move the cursor onto the tile you want information about. The command window will display information about what the tile is along with what objects are present on that tile and whether the tile is Inside or Outside, Dark or Light, and Above Ground or Subterranean (See [[Tile attributes]].)
+
Hit {{K|k}} and use the directional keys to move the cursor onto the tile you want information about. The command window will display information about what the tile is along with what objects are present on that tile and whether the tile is Inside or Outside, Dark or Light, and Above Ground or Subterranean (See {{L|Tile attributes}}.)
  
 
You can also use {{K|-}} {{K|+}} to select a specific item from the list and {{K|Enter}} to get a more detailed description of the item. However if the item is a creature then the information you get from this will be limited. For creatures you will probably want to use {{K|v}}iew Units.
 
You can also use {{K|-}} {{K|+}} to select a specific item from the list and {{K|Enter}} to get a more detailed description of the item. However if the item is a creature then the information you get from this will be limited. For creatures you will probably want to use {{K|v}}iew Units.
  
 
===== View Units =====
 
===== View Units =====
To get information on a creature beyond what the look command gives you, use the {{K|v}}iew units command. This works the same way as loo{{K|k}} around except that more information will be displayed especially if the creature you select is one of your dwarves. In this case you will be able to examine what [[Labor]]s are enabled and examine/manipulate their inventory in addition to viewing more detailed information about them.
+
To get information on a creature beyond what the look command gives you, use the {{K|v}}iew units command. This works the same way as loo{{K|k}} around except that more information will be displayed especially if the creature you select is one of your dwarves. In this case you will be able to examine what {{L|Labor}}s are enabled and examine/manipulate their inventory in addition to viewing more detailed information about them.
  
 
===== Items in Buildings =====
 
===== Items in Buildings =====
Line 187: Line 187:
 
| Zoom to previously saved map location  
 
| Zoom to previously saved map location  
 
|}
 
|}
:''Main article: [[Hotkeys]]''
+
:''Main article: {{L|Hotkeys}}''
  
Once you have a lot of activities going on in vastly separated areas of the map, you may find it rather cumbersome to move the map view around to all of these areas using only the directional keys. [[Hotkeys]] will make your life much easier by "bookmarking" specific map areas allowing you to instantly jump to those areas at the press of a button. See the full documentation on [[Hotkeys]] for more details.
+
Once you have a lot of activities going on in vastly separated areas of the map, you may find it rather cumbersome to move the map view around to all of these areas using only the directional keys. {{L|Hotkeys}} will make your life much easier by "bookmarking" specific map areas allowing you to instantly jump to those areas at the press of a button. See the full documentation on {{L|Hotkeys}} for more details.
  
 
==== Points/Routes/Notes ====
 
==== Points/Routes/Notes ====
Line 197: Line 197:
 
| Define Points/Routes/Notes
 
| Define Points/Routes/Notes
 
|}
 
|}
:''Main article: [[Note]]''
+
:''Main article: {{L|Note}}''
  
The Points/Routes/{{K|N}}otes command allows you to set notes on individual tiles, set up waypoints, and set up patrol routes for your [[Squads]]. This is an advanced feature that you're not likely to want to use at first. See the full documentation on [[Note]]s for more information.
+
The Points/Routes/{{K|N}}otes command allows you to set notes on individual tiles, set up waypoints, and set up patrol routes for your {{L|Squads}}. This is an advanced feature that you're not likely to want to use at first. See the full documentation on {{L|Note}}s for more information.
  
 
=== Overview Map ===
 
=== Overview Map ===
Line 207: Line 207:
  
 
=== Status Indicators ===
 
=== Status Indicators ===
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:
+
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related {{L|Reports}} have been generated. The flags are:
  
:{{Tile|C|4:7:1}}: new [[combat]] report available
+
:{{Tile|C|4:7:1}}: new {{l|combat}} report available
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available
+
:{{Tile|H|2:7:1}}: new {{l|Ambusher#Hunting|hunting}} report available
:{{Tile|S|3:7:1}}: new [[sparring]] report available
+
:{{Tile|S|3:7:1}}: new {{l|sparring}} report available
  
 
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.
 
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.
Line 217: Line 217:
 
There is also an '''Idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.
 
There is also an '''Idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.
  
You may also see a '''[[Frames per second|FPS]] (Frames Per Second) counter''' on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.
+
You may also see a '''{{L|Frames per second|FPS}} (Frames Per Second) counter''' on the screen if it has been enabled. It is disabled by default. See {{L|Frames per second}} for more information on what this counter means, as well as how to enable/disable it.
  
 
=== Command Window ===
 
=== Command Window ===
Line 231: Line 231:
 
| Enter Building submenu
 
| Enter Building submenu
 
|}
 
|}
This submenu allows you to place various dwarf-constructed features on the map including furniture, doors, workshops, farm plots, roads, and other buildings. The [[Building]] menu includes the commands for placing almost any artifice that your dwarves might place on the map, whether it's furniture constructed in a workshop and installed somewhere, or a workshop built in place from raw materials.
+
This submenu allows you to place various dwarf-constructed features on the map including furniture, doors, workshops, farm plots, roads, and other buildings. The {{L|Building}} menu includes the commands for placing almost any artifice that your dwarves might place on the map, whether it's furniture constructed in a workshop and installed somewhere, or a workshop built in place from raw materials.
  
 
This menu allows you to place or build:
 
This menu allows you to place or build:
Line 294: Line 294:
 
| Display Squads menu
 
| Display Squads menu
 
|}
 
|}
Once you have created at least one [[Squad]] in the [[Military|military]] screen, you can give them [[Squads#Direct_Commands|direct commands]] to move to certain locations and attack certain creatures. See [[Squad]] for more details.
+
Once you have created at least one {{L|Squad}} in the {{L|Military|military}} screen, you can give them {{L|Squads#Direct_Commands|direct commands}} to move to certain locations and attack certain creatures. See {{L|Squad}} for more details.
  
 
==== Stockpiles ====
 
==== Stockpiles ====
Line 322: Line 322:
 
| Display Announcements screen
 
| Display Announcements screen
 
|}
 
|}
:''Main article: [[Announcement]]''
+
:''Main article: {{L|Announcement}}''
  
An '''announcement''' is a message displayed at the bottom of the game screen used to indicate something important. The {{k|a}}nnouncement screen lets you go back through the log of messages to look at ones you may have missed. See the main article on [[Announcement]]s for full details. Some announcements may automatically pause the game, requiring it to manually be resumed.
+
An '''announcement''' is a message displayed at the bottom of the game screen used to indicate something important. The {{k|a}}nnouncement screen lets you go back through the log of messages to look at ones you may have missed. See the main article on {{L|Announcement}}s for full details. Some announcements may automatically pause the game, requiring it to manually be resumed.
  
 
==== Artifacts ====
 
==== Artifacts ====
Line 332: Line 332:
 
| View Legendary Artifacts screen
 
| View Legendary Artifacts screen
 
|}
 
|}
At various points your dwarves will go into [[Strange mood]]s which will cause them to create [[Legendary artifact]]s if they have the necessary materials. You can use this screen to view all of the artifacts that dwarves have created, as well as [[Weapon#Weapon-Dwarf_Relationships|named weapons]], which aren't artifacts per se.
+
At various points your dwarves will go into {{L|Strange mood}}s which will cause them to create {{L|Legendary artifact}}s if they have the necessary materials. You can use this screen to view all of the artifacts that dwarves have created, as well as {{L|Weapon#Weapon-Dwarf_Relationships|named weapons}}, which aren't artifacts per se.
  
 
==== Civilizations ====
 
==== Civilizations ====
Line 340: Line 340:
 
| View nearby civilizations
 
| View nearby civilizations
 
|}
 
|}
This screen allows you to view information about [[Civilization]]s that are either near your fortress or that you have come into contact with in some manner, be it peaceful or otherwise. You can use directional keys, {{K|Enter}}, {{K|Tab}}, and {{K|Esc}} to navigate through the information, including viewing diplomatic relations and trade agreements you have negotiated with your [[Liaison]].
+
This screen allows you to view information about {{L|Civilization}}s that are either near your fortress or that you have come into contact with in some manner, be it peaceful or otherwise. You can use directional keys, {{K|Enter}}, {{K|Tab}}, and {{K|Esc}} to navigate through the information, including viewing diplomatic relations and trade agreements you have negotiated with your {{L|Liaison}}.
  
 
==== Combat Reports ====
 
==== Combat Reports ====
Line 348: Line 348:
 
| Display (combat) Reports screen
 
| Display (combat) Reports screen
 
|}
 
|}
:''Main article: [[Reports]]''
+
:''Main article: {{L|Reports}}''
  
The {{k|r}}eports window is similar to the {{K|a}}nnouncements window except that it displays detailed messages about what is going on during [[Combat]] either with your dwarves or between other creatures. This is where all of the fun messages about "jamming the skull through the brain, tearing the brain" appear. See [[Reports]] for more information.
+
The {{k|r}}eports window is similar to the {{K|a}}nnouncements window except that it displays detailed messages about what is going on during {{L|Combat}} either with your dwarves or between other creatures. This is where all of the fun messages about "jamming the skull through the brain, tearing the brain" appear. See {{L|Reports}} for more information.
  
 
==== Jobs ====
 
==== Jobs ====
Line 363: Line 363:
 
The job screen will give you a list of what your dwarves are doing, what sort of jobs are queued up but haven't been started yet, and which dwarves are sitting around doing nothing, partying, or otherwise wasting time.
 
The job screen will give you a list of what your dwarves are doing, what sort of jobs are queued up but haven't been started yet, and which dwarves are sitting around doing nothing, partying, or otherwise wasting time.
  
More importantly though, the job screen is one way to access [[Manager#The_manager_screen|the manager screen]]. While not strictly required, learning to use the work orders interface is highly recommended as it can save you a tremendous amount of time and trouble. To use this you will need a [[Manager]] "noble" who has been assigned an [[Office]]. See [[#Introduction to Work Orders|introduction to work orders]] for more details on how to use work orders.
+
More importantly though, the job screen is one way to access {{L|Manager#The_manager_screen|the manager screen}}. While not strictly required, learning to use the work orders interface is highly recommended as it can save you a tremendous amount of time and trouble. To use this you will need a {{L|Manager}} "noble" who has been assigned an {{L|Office}}. See [[#Introduction to Work Orders|introduction to work orders]] for more details on how to use work orders.
  
 
==== Military Configuration ====
 
==== Military Configuration ====
Line 371: Line 371:
 
| Display Military screen
 
| Display Military screen
 
|}
 
|}
:''Main article: [[Military]]''
+
:''Main article: {{L|Military}}''
  
The [[Military]] screen is almost as difficult to learn as the rest of the game put together. The main function of this interface is creating [[Squad]]s, setting up their equipment, and scheduling their activities. This document won't even attempt to get into how this all works. See [[Military]] for how to set up your military.
+
The {{L|Military}} screen is almost as difficult to learn as the rest of the game put together. The main function of this interface is creating {{L|Squad}}s, setting up their equipment, and scheduling their activities. This document won't even attempt to get into how this all works. See {{L|Military}} for how to set up your military.
  
 
==== Movies ====
 
==== Movies ====
Line 381: Line 381:
 
| Record/save/load/play CMV movie
 
| Record/save/load/play CMV movie
 
|}
 
|}
You can use this to record what's happening on the screen. See [[CMV]] for more information.
+
You can use this to record what's happening on the screen. See {{L|CMV}} for more information.
  
 
==== Nobles and Administrators ====
 
==== Nobles and Administrators ====
Line 387: Line 387:
 
|-
 
|-
 
| {{K|n}}
 
| {{K|n}}
| View [[Nobles]] screen
+
| View {{L|Nobles}} screen
 
|}
 
|}
This screen allows you to manage your [[Nobles]], as much as they can be managed anyway. "Noble" refers to certain positions you can appoint yourself such as manager and bookkeeper as well as positions that are forced on you such as [[Mayor]].
+
This screen allows you to manage your {{L|Nobles}}, as much as they can be managed anyway. "Noble" refers to certain positions you can appoint yourself such as manager and bookkeeper as well as positions that are forced on you such as {{L|Mayor}}.
  
If you can appoint someone to a given position you can use this screen to do it. You can also change the accounting precision {{K|s}}ettings on your bookkeeper. Whether appointed or foisted upon you, you can also use this screen to view information about any of your nobles as well as their [[Mandate|annoying demands]].
+
If you can appoint someone to a given position you can use this screen to do it. You can also change the accounting precision {{K|s}}ettings on your bookkeeper. Whether appointed or foisted upon you, you can also use this screen to view information about any of your nobles as well as their {{L|Mandate|annoying demands}}.
  
 
==== Status Screen ====
 
==== Status Screen ====
Line 399: Line 399:
 
| Display Status screen
 
| Display Status screen
 
|}
 
|}
:''Main article: [[Status]]''
+
:''Main article: {{L|Status}}''
  
Use the {{K|z}} ([[Status]]) screen to get information on various things in your fortress. The main status screen contains the current date in the upper right, and a count of your dwarves and provisions prepared by your [[Bookkeeper]] (who may have done an imprecise job). Along the top of the status screen are various choices for sub-menus.  Each can be highlighted with {{k|4}} and {{k|6}} (or {{k|←}} and {{k|→}}), and then selected with {{k|Enter}}.  The menu bar consists of the following options which allow you to:
+
Use the {{K|z}} ({{L|Status}}) screen to get information on various things in your fortress. The main status screen contains the current date in the upper right, and a count of your dwarves and provisions prepared by your {{L|Bookkeeper}} (who may have done an imprecise job). Along the top of the status screen are various choices for sub-menus.  Each can be highlighted with {{k|4}} and {{k|6}} (or {{k|←}} and {{k|→}}), and then selected with {{k|Enter}}.  The menu bar consists of the following options which allow you to:
  
* [[Animals]] - manipulate animals belonging to your dwarves.
+
* {{L|Animals}} - manipulate animals belonging to your dwarves.
* [[Kitchen]] - set cooking preferences.
+
* {{L|Kitchen}} - set cooking preferences.
* [[Stone]] - alter permissions on various types of stones that may be reserved for specific uses by default.
+
* {{L|Stone}} - alter permissions on various types of stones that may be reserved for specific uses by default.
* [[Stocks]] - examine the number of various items that your fortress and its residents possess.
+
* {{L|Stocks}} - examine the number of various items that your fortress and its residents possess.
* [[Health screen|Health]] - get an overview of the current health status of your dwarves. See [[Healthcare]].
+
* {{L|Health screen|Health}} - get an overview of the current health status of your dwarves. See {{L|Healthcare}}.
* [[Justice]] - examine any criminal dwarves as well as their crimes and sentences.
+
* {{L|Justice}} - examine any criminal dwarves as well as their crimes and sentences.
  
 
==== Units ====
 
==== Units ====
Line 425: Line 425:
 
|-
 
|-
 
| {{K|R}}
 
| {{K|R}}
| View list of [[Room]]s and [[Building]]s
+
| View list of {{L|Room}}s and {{L|Building}}s
 
|}
 
|}
This will give you a detailed inventory of all of the [[Room]]s and [[Building]]s on your map, along with their location on an overview map at the right. The inventory includes an adjective for each defined room indicating the approximate value and luxuriousness of the room. Other items such as furniture which have not actually been defined as rooms will also appear.
+
This will give you a detailed inventory of all of the {{L|Room}}s and {{L|Building}}s on your map, along with their location on an overview map at the right. The inventory includes an adjective for each defined room indicating the approximate value and luxuriousness of the room. Other items such as furniture which have not actually been defined as rooms will also appear.
  
  
 
== Your Dwarves ==
 
== Your Dwarves ==
  
Your [[Dwarf|dwarves]] are the creatures who implement your designs in between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures.
+
Your {{L|Dwarf|dwarves}} are the creatures who implement your designs in between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures.
  
 
=== Eating, Drinking, and Sleeping ===
 
=== Eating, Drinking, and Sleeping ===
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get alcohol to drink.
+
Dwarves need {{L|food}} to eat, {{L|alcohol}} to drink (water is a poor substitute), and time to {{L|sleep}}. If only one of these is available, it better be {{L|alcohol}}; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get alcohol to drink.
  
 
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will get unhappy thoughts if forced to sleep on the floor.
 
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will get unhappy thoughts if forced to sleep on the floor.
  
 
=== Happiness ===
 
=== Happiness ===
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things. This is why you want them to be happy.
+
While going about their day, dwarves will get happy and unhappy {{L|thought}}s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw {{L|tantrum}}s or go completely {{L|Insanity|berserk}}, killing and destroying things. This is why you want them to be happy.
  
 
=== Children and Immigration ===
 
=== Children and Immigration ===
Periodically new dwarves will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].
+
Periodically new dwarves will {{L|Immigration|migrate}} to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have {{L|children}} if they are {{L|Marriage|married}}.
  
 
=== Jobs and Labors===
 
=== Jobs and Labors===
{{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make this a million times easier. Many people won't play the game without it.}}
+
{{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''{{L|Utilities#Dwarf_Therapist|Dwarf Therapist}}''' can make this a million times easier. Many people won't play the game without it.}}
Which jobs a dwarf will try to do depend on which [[Labor]]s are enabled for that dwarf. To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Using {{K|u}} can help you locate dwarves. Select a dwarf, hit {{K|c}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf, then use {{K|p}}-{{K|l}} to get to the labor configuration menu.
+
Which jobs a dwarf will try to do depend on which {{L|Labor}}s are enabled for that dwarf. To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Using {{K|u}} can help you locate dwarves. Select a dwarf, hit {{K|c}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf, then use {{K|p}}-{{K|l}} to get to the labor configuration menu.
  
 
Any dwarf can perform any labor even if they have no skill in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do.
 
Any dwarf can perform any labor even if they have no skill in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do.
  
 
=== Skills ===
 
=== Skills ===
Dwarves have [[Skills]] which they use to accomplish various labors and other tasks.
+
Dwarves have {{L|Skills}} which they use to accomplish various labors and other tasks.
  
 
=== Nobles ===
 
=== Nobles ===
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Nobles]] for more information.
+
{{L|Noble}}s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as {{L|Mayor}} are essentially forced on you by conditions in the game. See the main article on {{L|Nobles}} for more information.
  
 
=== Death ===
 
=== Death ===
  
Dwarves will inevitably [[Death|die]] from [[Wound|wounds]] or old age (usually the former). Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance.
+
Dwarves will inevitably {{L|Death|die}} from {{L|Wound|wounds}} or old age (usually the former). Unfortunately they are a bit picky about how they are {{L|Coffin|buried}} or otherwise {{L|Memorial|memorialized}}, and they will {{L|Ghost|cause trouble}} if they are unsatisfied with their remembrance.
  
[[Healthcare]] might help wounded dwarves avoid death.
+
{{L|Healthcare}} might help wounded dwarves avoid death.
  
  
 
== Digging ==
 
== Digging ==
  
:''Main article: [[Mining]]''
+
:''Main article: {{L|Mining}}''
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.
+
All of the '''digging''' operations are considered {{L|Mining}}. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating {{L|stone}} as a byproduct unless they are digging through {{L|soil}}. See {{L|Stone management}} for ways to deal with all the unwanted stone.
  
 
All digging operations are done using the {{K|d}}esignations menu.
 
All digging operations are done using the {{K|d}}esignations menu.
Line 475: Line 475:
 
|-
 
|-
 
| {{K|d}}-{{K|d}}
 
| {{K|d}}-{{K|d}}
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]
+
| {{L|Mining#Designating_the_area_to_be_mined|Designate area to mine}}
 
|}
 
|}
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)
+
This is what you use to dig out tunnels and larger spaces underground. See {{L|Mining#Designating_the_area_to_be_mined|designating an area to be mined}}. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)
  
 
=== Channeling ===
 
=== Channeling ===
Line 483: Line 483:
 
|-
 
|-
 
| {{K|d}}-{{K|h}}
 
| {{K|d}}-{{K|h}}
| Dig out a [[Channel]]
+
| Dig out a {{L|Channel}}
 
|}
 
|}
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.
+
A {{L|Channel}} is a hole dug in the floor which will mine out the {{L|z-level}} below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a {{L|Ramp}} on the tile below. See {{L|Channel}} for more information.
  
 
=== Stairways and Ramps ===
 
=== Stairways and Ramps ===
Line 502: Line 502:
 
| Designate an upward ramp
 
| Designate an upward ramp
 
|}
 
|}
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.
+
See {{L|Stair}} and {{L|Ramp}}. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.
  
 
=== Removing Things ===
 
=== Removing Things ===
Line 513: Line 513:
 
| Remove a construction
 
| Remove a construction
 
|}
 
|}
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.
+
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See {{L|Remove}} for full details.
  
 
=== Warning! Water and Magma ===
 
=== Warning! Water and Magma ===
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.
+
While digging around you may encounter {{L|Water}} or {{L|Magma}}, so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.
  
  
Line 532: Line 532:
 
| Carve fortifications
 
| Carve fortifications
 
|}
 
|}
[[Stone detailing]] is the term for '''[[Smoothing]]''' out the rough walls and floors created by mining, making them look nicer while increasing their value. It basically allows you to create nice looking walls from natural rock without having to build them from scratch.
+
{{L|Stone detailing}} is the term for '''{{L|Smoothing}}''' out the rough walls and floors created by mining, making them look nicer while increasing their value. It basically allows you to create nice looking walls from natural rock without having to build them from scratch.
  
Once walls and floors have been smoothed they can then be '''Engraved''' with whatever [[Engraving]]s the responsible craftsdwarf feels like. Often these engravings will be based on historical events including events that have taken place in and around the fortress itself. Sometimes they will simply be based on what sort of things the engraving dwarf likes.
+
Once walls and floors have been smoothed they can then be '''Engraved''' with whatever {{L|Engraving}}s the responsible craftsdwarf feels like. Often these engravings will be based on historical events including events that have taken place in and around the fortress itself. Sometimes they will simply be based on what sort of things the engraving dwarf likes.
  
Smooth walls can also be carved into '''Fortifications'''. A [[Fortification]] is something like a wall full of arrow slits. Creatures can not move through a fortification but missile weapons can. Fortifications can also be built as [[#Constructions]], but carving fortifications into the rock may save some time and trouble.
+
Smooth walls can also be carved into '''Fortifications'''. A {{L|Fortification}} is something like a wall full of arrow slits. Creatures can not move through a fortification but missile weapons can. Fortifications can also be built as [[#Constructions]], but carving fortifications into the rock may save some time and trouble.
  
  
 
== Stockpiles ==
 
== Stockpiles ==
  
:''Main article: [[Stockpile]]''
+
:''Main article: {{L|Stockpile}}''
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding "[[hauling]]" job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.
+
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding "{{L|hauling}}" job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main {{L|Stockpile}} article for detailed information on setting up stockpiles.
  
  
 
== Rooms, Furniture, and Portals ==
 
== Rooms, Furniture, and Portals ==
  
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.
+
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a {{L|stockpile}} if one exists.
  
 
=== Furniture ===
 
=== Furniture ===
Line 585: Line 585:
 
| place Traction Bench
 
| place Traction Bench
 
|}
 
|}
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.
+
Assuming that dwarves have already made a piece of {{L|Furniture}}, they can install it somewhere using one of these commands.
  
 
=== Defining Rooms ===
 
=== Defining Rooms ===
:''Main article: [[Room]]''
+
:''Main article: {{L|Room}}''
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.
+
Certain types of furniture placed in an area can allow the area to be defined as a {{L|Room}} using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.
  
 
=== Doors and Hatches ===
 
=== Doors and Hatches ===
Line 603: Line 603:
 
| place floor Hatch
 
| place floor Hatch
 
|}
 
|}
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.
+
These commands allow you to place already created {{L|Door}}s and {{L|Hatch cover}}s assuming that you have an adjacent wall.
  
 
=== Windows, Grates, and Bars ===
 
=== Windows, Grates, and Bars ===
Line 626: Line 626:
 
| place gem window
 
| place gem window
 
|}
 
|}
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.
+
These commands allow you to install {{L|Window}}s, {{L|Grate}}s, and {{L|Bars}} over openings, assuming that you have already created them.
  
 
== Constructions ==
 
== Constructions ==
Line 639: Line 639:
 
|-
 
|-
 
| {{K|b}}-{{K|C}}-{{K|w}}
 
| {{K|b}}-{{K|C}}-{{K|w}}
| build Constructed [[Wall]]
+
| build Constructed {{L|Wall}}
 
|-
 
|-
 
| {{K|b}}-{{K|C}}-{{K|f}}
 
| {{K|b}}-{{K|C}}-{{K|f}}
| build Constructed [[Floor]]
+
| build Constructed {{L|Floor}}
 
|-
 
|-
 
| {{K|b}}-{{K|C}}-{{K|r}}
 
| {{K|b}}-{{K|C}}-{{K|r}}
| build Constructed upward [[Ramp]]
+
| build Constructed upward {{L|Ramp}}
 
|-
 
|-
 
| {{K|b}}-{{K|C}}-{{K|u}}
 
| {{K|b}}-{{K|C}}-{{K|u}}
| build Constructed Up [[Stair]]
+
| build Constructed Up {{L|Stair}}
 
|-
 
|-
 
| {{K|b}}-{{K|C}}-{{K|d}}
 
| {{K|b}}-{{K|C}}-{{K|d}}
| build Constructed Down [[Stair]]
+
| build Constructed Down {{L|Stair}}
 
|-
 
|-
 
| {{K|b}}-{{K|C}}-{{K|x}}
 
| {{K|b}}-{{K|C}}-{{K|x}}
| build Constructed up and down [[Stair]]
+
| build Constructed up and down {{L|Stair}}
 
|-
 
|-
 
| {{K|b}}-{{K|C}}-{{K|F}}
 
| {{K|b}}-{{K|C}}-{{K|F}}
| build Constructed [[Fortification]]
+
| build Constructed {{L|Fortification}}
 
|}
 
|}
:''Main article: [[Construction]]''
+
:''Main article: {{L|Construction}}''
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.
+
{{L|Construction}}s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.
  
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.
+
Constructions are usually built out of, and thus require, {{L|Stone}} or {{L|Wood}}, but you can also use a variety of materials (such as metal) to build them. Possible constructions include {{L|Floor}}s, {{L|Wall}}s, {{L|Stair}}s, {{L|Ramp}}s, and {{L|Fortification}}s.
  
 
=== Bridges ===
 
=== Bridges ===
Line 670: Line 670:
 
| build a bridge
 
| build a bridge
 
|}
 
|}
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[#Levers|Lever]] be linked to it in order for dwarves to control its open or closed state.
+
A {{L|Bridge}} is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[#Levers|Lever]] be linked to it in order for dwarves to control its open or closed state.
  
 
=== Roads ===
 
=== Roads ===
Line 681: Line 681:
 
| build Dirt road
 
| build Dirt road
 
|}
 
|}
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.
+
{{L|Road}}s are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a {{L|floor}} except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.
  
  
 
== Buildings ==
 
== Buildings ==
While things like doors and furniture are technically considered buildings, the [[Building]]s described in this section are primarily the ones that are 3x3 or 5x5 tiles in size and built in place (rather than at a workshop). Most of these buildings are used for the production of various goods.
+
While things like doors and furniture are technically considered buildings, the {{L|Building}}s described in this section are primarily the ones that are 3x3 or 5x5 tiles in size and built in place (rather than at a workshop). Most of these buildings are used for the production of various goods.
  
 
Like furniture and doors, buildings can be deconstructed by using {{K|q}}, placing the cursor on the building, and hitting {{K|x}} to mark the building for removal.  The raw material used to construct the building, and well as all of the items in the building, will be strewn about the area of the former building once a dwarf tears it down. If there is free space in appropriate stockpiles, dwarves will haul these goods away eventually.
 
Like furniture and doors, buildings can be deconstructed by using {{K|q}}, placing the cursor on the building, and hitting {{K|x}} to mark the building for removal.  The raw material used to construct the building, and well as all of the items in the building, will be strewn about the area of the former building once a dwarf tears it down. If there is free space in appropriate stockpiles, dwarves will haul these goods away eventually.
Line 693: Line 693:
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|e}}
 
| {{K|b}}-{{K|w}}-{{K|e}}
| build [[Leather works]] - for making leather clothing
+
| build {{L|Leather works}} - for making leather clothing
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|q}}
 
| {{K|b}}-{{K|w}}-{{K|q}}
| build [[Quern]] - a manually operated grindstone
+
| build {{L|Quern}} - a manually operated grindstone
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|M}}
 
| {{K|b}}-{{K|w}}-{{K|M}}
| build [[Millstone]] - a mechanically operated grindstone
+
| build {{L|Millstone}} - a mechanically operated grindstone
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|o}}
 
| {{K|b}}-{{K|w}}-{{K|o}}
| build [[Loom]] - for weaving thread into cloth
+
| build {{L|Loom}} - for weaving thread into cloth
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|k}}
 
| {{K|b}}-{{K|w}}-{{K|k}}
| build [[Clothier's shop]] - for making clothing from cloth
+
| build {{L|Clothier's shop}} - for making clothing from cloth
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|b}}
 
| {{K|b}}-{{K|w}}-{{K|b}}
| build [[Bowyer's workshop]] - for making crossbows
+
| build {{L|Bowyer's workshop}} - for making crossbows
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|c}}
 
| {{K|b}}-{{K|w}}-{{K|c}}
| build [[Carpenter's workshop]] - for making most wood items
+
| build {{L|Carpenter's workshop}} - for making most wood items
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|f}}
 
| {{K|b}}-{{K|w}}-{{K|f}}
| build [[Metalsmith's forge]] - for making most metal items using metal and fuel
+
| build {{L|Metalsmith's forge}} - for making most metal items using metal and fuel
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|v}}
 
| {{K|b}}-{{K|w}}-{{K|v}}
| build [[Magma forge]] - a magma-powered Metalsmith's Forge
+
| build {{L|Magma forge}} - a magma-powered Metalsmith's Forge
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|j}}
 
| {{K|b}}-{{K|w}}-{{K|j}}
| build [[Jeweler's workshop]] - for cutting gems and encrusting finished products with cut gems
+
| build {{L|Jeweler's workshop}} - for cutting gems and encrusting finished products with cut gems
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|m}}
 
| {{K|b}}-{{K|w}}-{{K|m}}
| build [[Mason's workshop]] - for making most stone items
+
| build {{L|Mason's workshop}} - for making most stone items
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|u}}
 
| {{K|b}}-{{K|w}}-{{K|u}}
| build [[Butcher's shop]] - for turning animal corpses into meat, bones, skin, and other body parts
+
| build {{L|Butcher's shop}} - for turning animal corpses into meat, bones, skin, and other body parts
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|n}}
 
| {{K|b}}-{{K|w}}-{{K|n}}
| build [[Tanner's shop]] - for turning untanned hides from the butcher shop into leather
+
| build {{L|Tanner's shop}} - for turning untanned hides from the butcher shop into leather
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|r}}
 
| {{K|b}}-{{K|w}}-{{K|r}}
| build [[Craftsdwarf's workshop]] - for making most small crafts from any material
+
| build {{L|Craftsdwarf's workshop}} - for making most small crafts from any material
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|s}}
 
| {{K|b}}-{{K|w}}-{{K|s}}
| build [[Siege workshop]] - for building siege engine parts
+
| build {{L|Siege workshop}} - for building siege engine parts
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|t}}
 
| {{K|b}}-{{K|w}}-{{K|t}}
| build [[Mechanic's workshop]] - for building [[#Mechanisms]]
+
| build {{L|Mechanic's workshop}} - for building [[#Mechanisms]]
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|l}}
 
| {{K|b}}-{{K|w}}-{{K|l}}
| build [[Still]] - for turning plants into booze
+
| build {{L|Still}} - for turning plants into booze
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|w}}
 
| {{K|b}}-{{K|w}}-{{K|w}}
| build [[Farmer's workshop]] - for milking, spinning, shearing, spinning thread and processing plants
+
| build {{L|Farmer's workshop}} - for milking, spinning, shearing, spinning thread and processing plants
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|z}}
 
| {{K|b}}-{{K|w}}-{{K|z}}
| build [[Kitchen]] - for cooking meat, vegetables, eggs, and booze into meals
+
| build {{L|Kitchen}} - for cooking meat, vegetables, eggs, and booze into meals
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|h}}
 
| {{K|b}}-{{K|w}}-{{K|h}}
| build [[Fishery]] - for turning ungutted fish into prepared fish
+
| build {{L|Fishery}} - for turning ungutted fish into prepared fish
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|y}}
 
| {{K|b}}-{{K|w}}-{{K|y}}
| build [[Ashery]] - for making Lye and Potash
+
| build {{L|Ashery}} - for making Lye and Potash
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|d}}
 
| {{K|b}}-{{K|w}}-{{K|d}}
| build [[Dyer's shop]] - for dying cloth
+
| build {{L|Dyer's shop}} - for dying cloth
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|S}}
 
| {{K|b}}-{{K|w}}-{{K|S}}
| build [[Soap maker's workshop]] - for making soap from lye and tallow
+
| build {{L|Soap maker's workshop}} - for making soap from lye and tallow
 
|-
 
|-
 
| {{K|b}}-{{K|w}}-{{K|p}}
 
| {{K|b}}-{{K|w}}-{{K|p}}
| build [[Screw press]] - for extracting liquids from seeds, honeycombs, etc.
+
| build {{L|Screw press}} - for extracting liquids from seeds, honeycombs, etc.
 
|-
 
|-
 
| {{K|b}}-{{K|k}}
 
| {{K|b}}-{{K|k}}
| build [[Kennel]]s - for taming and training animals
+
| build {{L|Kennel}}s - for taming and training animals
 
|}
 
|}
[[Workshop]]s are, as the name implies, where various goods are produced or processed. While a [[Kennel]] is not in the actual "build workshop" ({{K|b}}-{{K|w}}) submenu, it operates much like a workshop so it is included here. See [[#Production|Production]] for more information on producing goods.
+
{{L|Workshop}}s are, as the name implies, where various goods are produced or processed. While a {{L|Kennel}} is not in the actual "build workshop" ({{K|b}}-{{K|w}}) submenu, it operates much like a workshop so it is included here. See [[#Production|Production]] for more information on producing goods.
  
 
=== Furnaces ===
 
=== Furnaces ===
Line 773: Line 773:
 
|-
 
|-
 
| {{K|b}}-{{K|e}}-{{K|w}}
 
| {{K|b}}-{{K|e}}-{{K|w}}
| build [[Wood furnace]] - for making ash and charcoal
+
| build {{L|Wood furnace}} - for making ash and charcoal
 
|-
 
|-
 
| {{K|b}}-{{K|e}}-{{K|s}}
 
| {{K|b}}-{{K|e}}-{{K|s}}
| build [[Smelter]] - for turning ore and metal items into metal bars
+
| build {{L|Smelter}} - for turning ore and metal items into metal bars
 
|-
 
|-
 
| {{K|b}}-{{K|e}}-{{K|g}}
 
| {{K|b}}-{{K|e}}-{{K|g}}
| build [[Glass furnace]] - for turning sand into glass
+
| build {{L|Glass furnace}} - for turning sand into glass
 
|-
 
|-
 
| {{K|b}}-{{K|e}}-{{K|k}}
 
| {{K|b}}-{{K|e}}-{{K|k}}
| build [[Kiln]] - for firing things like ceramics and plaster powder
+
| build {{L|Kiln}} - for firing things like ceramics and plaster powder
 
|-
 
|-
 
| {{K|b}}-{{K|e}}-{{K|l}}
 
| {{K|b}}-{{K|e}}-{{K|l}}
| build [[Magma smelter]] - a smelter powered by magma rather than fuel
+
| build {{L|Magma smelter}} - a smelter powered by magma rather than fuel
 
|-
 
|-
 
| {{K|b}}-{{K|e}}-{{K|a}}
 
| {{K|b}}-{{K|e}}-{{K|a}}
| build [[Magma glass furnace]] - a glass furnace powered by magma rather than fuel
+
| build {{L|Magma glass furnace}} - a glass furnace powered by magma rather than fuel
 
|-
 
|-
 
| {{K|b}}-{{K|e}}-{{K|n}}
 
| {{K|b}}-{{K|e}}-{{K|n}}
| build [[Magma kiln]] - a kiln powered by magma rather than fuel
+
| build {{L|Magma kiln}} - a kiln powered by magma rather than fuel
 
|}
 
|}
A [[Furnace]] is essentially a workshop that specializes in things involving high temperatures or burning. They can either be powered by [[Fuel]] or [[Magma]]. See [[#Production|Production]] for more information on production pipelines that require furnaces.
+
A {{L|Furnace}} is essentially a workshop that specializes in things involving high temperatures or burning. They can either be powered by {{L|Fuel}} or {{L|Magma}}. See [[#Production|Production]] for more information on production pipelines that require furnaces.
  
The magma versions of furnaces are capable of exactly the same things as the non-magma versions except that you don't have to burn [[Fuel]] to use them. Instead you get an infinite supply of free heat from nearby [[magma]], but they won't work if you have no magma immediately below them.
+
The magma versions of furnaces are capable of exactly the same things as the non-magma versions except that you don't have to burn {{L|Fuel}} to use them. Instead you get an infinite supply of free heat from nearby {{L|magma}}, but they won't work if you have no magma immediately below them.
  
 
=== Trade Depot ===
 
=== Trade Depot ===
Line 803: Line 803:
 
| build trade Depot
 
| build trade Depot
 
|}
 
|}
A [[Trade depot]] is a special building that allows you to trade with [[Caravan]]s. Without a trade depot you can't do much with a caravan except kill all of it's members and take their stuff, or sit and wait for them to leave the map. See [[Trading]] for more information on how to non-violently interact with caravans that visit your fortress.
+
A {{L|Trade depot}} is a special building that allows you to trade with {{L|Caravan}}s. Without a trade depot you can't do much with a caravan except kill all of it's members and take their stuff, or sit and wait for them to leave the map. See {{L|Trading}} for more information on how to non-violently interact with caravans that visit your fortress.
  
 
=== Wells ===
 
=== Wells ===
Line 811: Line 811:
 
| build well
 
| build well
 
|}
 
|}
A [[Well]] provides a reliable source of water for your dwarves, especially when the water itself is one or more Z-levels below the well. Unlike furniture it is not created in a workshop and placed, but rather built in-place more like a workshop or construction.
+
A {{L|Well}} provides a reliable source of water for your dwarves, especially when the water itself is one or more Z-levels below the well. Unlike furniture it is not created in a workshop and placed, but rather built in-place more like a workshop or construction.
  
 
== Mechanisms ==
 
== Mechanisms ==
  
Generic general-purpose [[Mechanism]]s can be created by a [[Mechanic]] at a [[Mechanic's workshop]] out of a stone, or at a [[Metalsmith's forge]] from 1 [[bar]] of weapons-grade metal. They are used for a variety of very useful purposes including building traps, levers, and machine components.
+
Generic general-purpose {{L|Mechanism}}s can be created by a {{L|Mechanic}} at a {{L|Mechanic's workshop}} out of a stone, or at a {{L|Metalsmith's forge}} from 1 {{L|bar}} of weapons-grade metal. They are used for a variety of very useful purposes including building traps, levers, and machine components.
  
 
All of the things built with mechanisms here can be examined, manipulated, and removed using the {{K|q}} command.
 
All of the things built with mechanisms here can be examined, manipulated, and removed using the {{K|q}} command.
Line 837: Line 837:
 
| build upright spears/spikes - damage opponents falling onto the spikes or when toggled by a mechanism
 
| build upright spears/spikes - damage opponents falling onto the spikes or when toggled by a mechanism
 
|}
 
|}
:''Main article: [[Trap]]''
+
:''Main article: {{L|Trap}}''
[[Trap]]s are a comparatively quick and easy method for defending a fortress. Each trap occupies a single tile, waiting for a poor hostile creature to walk into it. To build a trap you'll generally need one [[mechanism]] and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons.
+
{{L|Trap}}s are a comparatively quick and easy method for defending a fortress. Each trap occupies a single tile, waiting for a poor hostile creature to walk into it. To build a trap you'll generally need one {{L|mechanism}} and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons.
  
These are the simplest forms of traps that you can build. Much more devious and elaborate traps can be constructed using mechanisms, constructions, bridges, pits, water, magma, etc. See [[Trap design]] for more information on complex traps.
+
These are the simplest forms of traps that you can build. Much more devious and elaborate traps can be constructed using mechanisms, constructions, bridges, pits, water, magma, etc. See {{L|Trap design}} for more information on complex traps.
  
 
=== Levers and Pressure Plates===
 
=== Levers and Pressure Plates===
Line 846: Line 846:
 
|-
 
|-
 
| {{K|b}}-{{K|T}}-{{k|l}}
 
| {{K|b}}-{{K|T}}-{{k|l}}
| build [[Lever]]
+
| build {{L|Lever}}
 
|-
 
|-
 
| {{K|b}}-{{K|T}}-{{k|p}}
 
| {{K|b}}-{{K|T}}-{{k|p}}
| build [[Pressure plate]]
+
| build {{L|Pressure plate}}
 
|}
 
|}
[[Lever]]s and [[Pressure plate]]s are used to activate linked objects. For example, linking a lever to a door will allow the door to be opened and closed when dwarves change the state of the lever. Pressure plates are highly configurable and basically work like levers that activate under certain conditions such as an unfriendly creature standing on the plate.
+
{{L|Lever}}s and {{L|Pressure plate}}s are used to activate linked objects. For example, linking a lever to a door will allow the door to be opened and closed when dwarves change the state of the lever. Pressure plates are highly configurable and basically work like levers that activate under certain conditions such as an unfriendly creature standing on the plate.
  
Levers require one [[Mechanism]] to build, and two mechanisms to link to another object (one mechanism for each side of the link). Therefore you will need at least three mechanisms for any lever that does anything useful.
+
Levers require one {{L|Mechanism}} to build, and two mechanisms to link to another object (one mechanism for each side of the link). Therefore you will need at least three mechanisms for any lever that does anything useful.
  
 
=== Machine Components ===
 
=== Machine Components ===
Line 859: Line 859:
 
|-
 
|-
 
| {{K|b}}-{{K|M}}
 
| {{K|b}}-{{K|M}}
| [[Machine component]]s submenu
+
| {{L|Machine component}}s submenu
 
|-
 
|-
 
| {{K|b}}-{{K|M}}-{{k|s}}
 
| {{K|b}}-{{K|M}}-{{k|s}}
Line 879: Line 879:
 
| build Vertical Axle - for transferring mechanical power between Z-levels
 
| build Vertical Axle - for transferring mechanical power between Z-levels
 
|}
 
|}
:''Main article: [[Machine component]]''
+
:''Main article: {{L|Machine component}}''
[[Machine component]]s are used to build elaborate systems for pumping liquids or powering [[Millstone]]s. They can be somewhat difficult to learn how to use properly so see the main article before trying to use them. Once you know how to use them, you can do things like pump magma so that it envelops invading enemies.
+
{{L|Machine component}}s are used to build elaborate systems for pumping liquids or powering {{L|Millstone}}s. They can be somewhat difficult to learn how to use properly so see the main article before trying to use them. Once you know how to use them, you can do things like pump magma so that it envelops invading enemies.
  
  
Line 888: Line 888:
  
 
=== Fishing ===
 
=== Fishing ===
[[Fishing]] is a skill with a corresponding labor that you can enable on individual dwarves. Fisherdwarves will, by default, fish in whatever water they feel like and catch raw ungutted fish that must be gutted at a [[Fishery]] before they can be eaten raw or cooked. This is an easy way to get food, but fisherdwarves are often at risk of being attacked by wildlife.
+
{{L|Fishing}} is a skill with a corresponding labor that you can enable on individual dwarves. Fisherdwarves will, by default, fish in whatever water they feel like and catch raw ungutted fish that must be gutted at a {{L|Fishery}} before they can be eaten raw or cooked. This is an easy way to get food, but fisherdwarves are often at risk of being attacked by wildlife.
  
 
=== Hunting ===
 
=== Hunting ===
Dwarves can be assigned the [[Hunting#Hunting|Hunting]] labor and, if they have a [[Crossbow]] and ammunition available, they will roam around the map (either the surface or caverns) looking for butcherable creatures to kill and return to a [[Butcher's shop]]. This is another way to get food, but like fisherdwarves, hunters can also be vulnerable to attack by wildlife. (Luckily they implicitly carry a weapon which gives them a bit of an advantage.) Hunting is also a good way to have a dwarf train the [[Marksdwarf]] skill.
+
Dwarves can be assigned the {{L|Hunting#Hunting|Hunting}} labor and, if they have a {{L|Crossbow}} and ammunition available, they will roam around the map (either the surface or caverns) looking for butcherable creatures to kill and return to a {{L|Butcher's shop}}. This is another way to get food, but like fisherdwarves, hunters can also be vulnerable to attack by wildlife. (Luckily they implicitly carry a weapon which gives them a bit of an advantage.) Hunting is also a good way to have a dwarf train the {{L|Marksdwarf}} skill.
  
 
=== Plant Gathering ===
 
=== Plant Gathering ===
You can designate plants to be gathered using {{K|d}}-{{K|p}} and dwarves with the [[Plant gathering]] labor enabled will go about collecting them. Many plants can be eaten as food or brewed into alcoholic beverages. Plants that are eaten or brewed will also yield [[Seed]]s which will allow plants of that type to be [[Farming|farmed]].
+
You can designate plants to be gathered using {{K|d}}-{{K|p}} and dwarves with the {{L|Plant gathering}} labor enabled will go about collecting them. Many plants can be eaten as food or brewed into alcoholic beverages. Plants that are eaten or brewed will also yield {{L|Seed}}s which will allow plants of that type to be {{L|Farming|farmed}}.
  
 
=== Woodcutting ===
 
=== Woodcutting ===
Trees can be cut down using {{K|d}}-{{K|t}} and any dwarf with both the [[Woodcutting]] labor and an axe will go about chopping them down. "[[Tree]]s" exist on both the surface as regular trees and in caverns as giant mushrooms. Not surprisingly, cutting down trees will yield [[Wood]] which can be used in [[Carpentry]] and other things.
+
Trees can be cut down using {{K|d}}-{{K|t}} and any dwarf with both the {{L|Woodcutting}} labor and an axe will go about chopping them down. "{{L|Tree}}s" exist on both the surface as regular trees and in caverns as giant mushrooms. Not surprisingly, cutting down trees will yield {{L|Wood}} which can be used in {{L|Carpentry}} and other things.
  
  
 
== Production ==
 
== Production ==
:''Main article: [[Industry]]''
+
:''Main article: {{L|Industry}}''
  
Production can be thought of in terms of [[Industry|industries]] or final products. This section will break things down by final product and introduce the concept of work orders.
+
Production can be thought of in terms of {{L|Industry|industries}} or final products. This section will break things down by final product and introduce the concept of work orders.
  
 
=== Introduction to Work Orders ===
 
=== Introduction to Work Orders ===
:''Main article: [[Manager]]''
+
:''Main article: {{L|Manager}}''
 
At any time you can queue up production jobs at specific workshops using the {{K|q}} command, but after you get more than a few workshops built, and especially after you have more than one workshop of a given type, this will become inconvenient.
 
At any time you can queue up production jobs at specific workshops using the {{K|q}} command, but after you get more than a few workshops built, and especially after you have more than one workshop of a given type, this will become inconvenient.
  
 
This is where '''Work Orders''' make managing production much easier than it would be otherwise.
 
This is where '''Work Orders''' make managing production much easier than it would be otherwise.
  
While not strictly required, learning to use the manager screen is highly recommended as it can save you a tremendous amount of time and trouble. To use it you will need a [[Manager]] "noble" who has been assigned an [[Office]]. See [[Manager#Office]] for how to set up an office and and [[Manager#Work orders]] for how to queue up work orders.
+
While not strictly required, learning to use the manager screen is highly recommended as it can save you a tremendous amount of time and trouble. To use it you will need a {{L|Manager}} "noble" who has been assigned an {{L|Office}}. See {{L|Manager#Office}} for how to set up an office and and {{L|Manager#Work orders}} for how to queue up work orders.
  
 
=== Bowmaking ===
 
=== Bowmaking ===
You can make [[Crossbow]]s at a [[Bowyer's workshop]]. Also see [[Wood industry]].
+
You can make {{L|Crossbow}}s at a {{L|Bowyer's workshop}}. Also see {{L|Wood industry}}.
  
 
=== Brewing ===
 
=== Brewing ===
[[Brewing]] is arguably the most important type of production in your fortress as it is used to produce [[Alcohol]], something which dwarves depend on to maintain their efficiency.
+
{{L|Brewing}} is arguably the most important type of production in your fortress as it is used to produce {{L|Alcohol}}, something which dwarves depend on to maintain their efficiency.
  
 
You think this is a joke, but no.... Seriously, they will '''actually slow down''' if they don't get enough alcohol to drink, so failure to have a non-zero supply of alcohol in your fortress will '''slow everything down'''.
 
You think this is a joke, but no.... Seriously, they will '''actually slow down''' if they don't get enough alcohol to drink, so failure to have a non-zero supply of alcohol in your fortress will '''slow everything down'''.
  
Brewing takes place at a [[Still]] using brewable [[Plants]]. You will probably want to reserve some plants for brewing-only using the [[Status#Kitchen_Status_Screen|kitchen status screen]], otherwise your dwarves and cooks may use up all of your brewable plants for food. You may also wish to disable the use of alcohol in cooking or cooks will waste perfectly good liquor in creating their meals. Some people brew all plants and have dwarves only eat meat. Dwarves are perfectly happy with this arrangement.
+
Brewing takes place at a {{L|Still}} using brewable {{L|Plants}}. You will probably want to reserve some plants for brewing-only using the {{L|Status#Kitchen_Status_Screen|kitchen status screen}}, otherwise your dwarves and cooks may use up all of your brewable plants for food. You may also wish to disable the use of alcohol in cooking or cooks will waste perfectly good liquor in creating their meals. Some people brew all plants and have dwarves only eat meat. Dwarves are perfectly happy with this arrangement.
  
 
=== Carpentry ===
 
=== Carpentry ===
Most wooden items, with the exception of wooden crafts, involve carpentry and a [[Carpenter's workshop]]. See [[Wood industry]] for more information. The [[Carpentry]] skill is also used when building constructions out of wood.
+
Most wooden items, with the exception of wooden crafts, involve carpentry and a {{L|Carpenter's workshop}}. See {{L|Wood industry}} for more information. The {{L|Carpentry}} skill is also used when building constructions out of wood.
  
 
=== Ceramics ===
 
=== Ceramics ===
A variety of [[Ceramic]] goods may be created with the use of a [[Kiln]] and some [[Clay]]. See [[Ceramic industry]] for all of the gruesome details.
+
A variety of {{L|Ceramic}} goods may be created with the use of a {{L|Kiln}} and some {{L|Clay}}. See {{L|Ceramic industry}} for all of the gruesome details.
  
 
=== Cooking ===
 
=== Cooking ===
Dwarves are normally perfectly happy to eat sushi, raw organ meats, and many kinds of raw unprocessed plants, but they really appreciate good [[Cooking]] and will get many happy [[thought]]s from a masterfully prepared meal. They may even engrave a homage to the cook on the wall.
+
Dwarves are normally perfectly happy to eat sushi, raw organ meats, and many kinds of raw unprocessed plants, but they really appreciate good {{L|Cooking}} and will get many happy {{L|thought}}s from a masterfully prepared meal. They may even engrave a homage to the cook on the wall.
  
Cooking is also used to produce [[Tallow]] which can be cooked into meals or used for making [[Soap]].
+
Cooking is also used to produce {{L|Tallow}} which can be cooked into meals or used for making {{L|Soap}}.
  
 
=== Crafts ===
 
=== Crafts ===
Most crafts, also known as [[Finished goods]], are very meager in practical utility but useful for trade. A single mastercrafted gold trinket might be sufficient to buy up most of a small caravan of goods. Crafts can be made out of a very wide variety of materials including, but not limited to, stone, metal, wood, bone, cloth, leather, etc. See [[Finished goods]] for more information on these items and materials.
+
Most crafts, also known as {{L|Finished goods}}, are very meager in practical utility but useful for trade. A single mastercrafted gold trinket might be sufficient to buy up most of a small caravan of goods. Crafts can be made out of a very wide variety of materials including, but not limited to, stone, metal, wood, bone, cloth, leather, etc. See {{L|Finished goods}} for more information on these items and materials.
  
 
=== Farming ===
 
=== Farming ===
Your dwarves will, annoyingly enough, die without [[Food]]. [[Farming]] can help prevent this from happening by providing a reliable constant supply of food for your dwarves, and more importantly a supply of plants or honey for [[#Brewing|Brewing]].
+
Your dwarves will, annoyingly enough, die without {{L|Food}}. {{L|Farming}} can help prevent this from happening by providing a reliable constant supply of food for your dwarves, and more importantly a supply of plants or honey for [[#Brewing|Brewing]].
  
 
==== Crops ====
 
==== Crops ====
Crops can be grown above ground or underground, but plants that grow above ground won't grow underground and vice versa. See [[Agriculture#Introduction_to_Farming|Introduction to Farming]] for a nice guide on how to grow your own crops.
+
Crops can be grown above ground or underground, but plants that grow above ground won't grow underground and vice versa. See {{L|Agriculture#Introduction_to_Farming|Introduction to Farming}} for a nice guide on how to grow your own crops.
 
===== Plant Processing =====
 
===== Plant Processing =====
Some plants need to be processed by a [[Thresher]] at a [[Farmer's workshop]], a [[Miller]] at a [[Quern]] or [[Millstone]], or a [[Presser]] at a [[Screw press]]. See the appropriate links for more information on what sort of plants need processing and what they yield.
+
Some plants need to be processed by a {{L|Thresher}} at a {{L|Farmer's workshop}}, a {{L|Miller}} at a {{L|Quern}} or {{L|Millstone}}, or a {{L|Presser}} at a {{L|Screw press}}. See the appropriate links for more information on what sort of plants need processing and what they yield.
 
===== Fertilization =====
 
===== Fertilization =====
You can increase crop yield with [[Farming#Fertilization|Fertilization]]. You may find this unnecessary if you have plenty of seeds and plenty of space.
+
You can increase crop yield with {{L|Farming#Fertilization|Fertilization}}. You may find this unnecessary if you have plenty of seeds and plenty of space.
 
==== Livestock ====
 
==== Livestock ====
Animals can be raised and [[Butcher|slaughtered]] for meat, bones, skin, and other parts. They can also be kept alive for their [[milk]], [[egg]]s, and (in the case of bees) [[honey]]. Actually bees can't normally be slaughtered but people outside your fort seemed to have figured out how.
+
Animals can be raised and {{L|Butcher|slaughtered}} for meat, bones, skin, and other parts. They can also be kept alive for their {{L|milk}}, {{L|egg}}s, and (in the case of bees) {{L|honey}}. Actually bees can't normally be slaughtered but people outside your fort seemed to have figured out how.
 
===== Meat =====
 
===== Meat =====
See [[Meat industry]] for more information about raising animals for slaughter.
+
See {{L|Meat industry}} for more information about raising animals for slaughter.
 
===== Eggs =====
 
===== Eggs =====
[[Egg production]] will produce [[Egg]]s. Naturally you need to have tame birds or something that can actually lay eggs, and you also need an accessible [[Nest box]].
+
{{L|Egg production}} will produce {{L|Egg}}s. Naturally you need to have tame birds or something that can actually lay eggs, and you also need an accessible {{L|Nest box}}.
 
===== Milk =====
 
===== Milk =====
Instead of slaughtering animals you are able to [[Milk]] some of them at a [[Farmer's workshop]] periodically. You can then make the milk into [[Cheese]].
+
Instead of slaughtering animals you are able to {{L|Milk}} some of them at a {{L|Farmer's workshop}} periodically. You can then make the milk into {{L|Cheese}}.
 
===== Honey =====
 
===== Honey =====
If desired you can set up a [[Beekeeping industry]] using [[Hive]]s and dwarves with the [[Beekeeping]] skill. This will produce [[Honey]] which is extracted from the comb using a [[Screw press]]. You can then proceed to brew the honey into [[Alcohol|Mead]] at a [[Still]] if you so desire.
+
If desired you can set up a {{L|Beekeeping industry}} using {{L|Hive}}s and dwarves with the {{L|Beekeeping}} skill. This will produce {{L|Honey}} which is extracted from the comb using a {{L|Screw press}}. You can then proceed to brew the honey into {{L|Alcohol|Mead}} at a {{L|Still}} if you so desire.
  
 
=== Gems ===
 
=== Gems ===
The [[Gem industry]] involves the cutting of and encrusting with [[Gem]]s. Uncut gems that your miners mine are worth much more after they've been cut, and they can be used to improve the value of other goods by encrusting them.
+
The {{L|Gem industry}} involves the cutting of and encrusting with {{L|Gem}}s. Uncut gems that your miners mine are worth much more after they've been cut, and they can be used to improve the value of other goods by encrusting them.
  
 
=== Glass ===
 
=== Glass ===
A variety of glass items can be produced by setting up a [[Glass industry]] with a [[Glass furnace]]. This basically allows your dwarves to do something useful with any [[Sand]] that might be sitting around on your map.
+
A variety of glass items can be produced by setting up a {{L|Glass industry}} with a {{L|Glass furnace}}. This basically allows your dwarves to do something useful with any {{L|Sand}} that might be sitting around on your map.
  
 
=== Leather ===
 
=== Leather ===
Technically the [[Leather]] industry is part of the [[Meat industry]] because leather comes from tanning the hides of livestock, but you may find it easier to just [[#Trade|Trade]] for leather and make it into armor, clothing, and other goods.
+
Technically the {{L|Leather}} industry is part of the {{L|Meat industry}} because leather comes from tanning the hides of livestock, but you may find it easier to just [[#Trade|Trade]] for leather and make it into armor, clothing, and other goods.
  
 
=== Masonry ===
 
=== Masonry ===
In addition to building walls and other constructions, a [[Mason]] can also use stone to produce goods. Because you will invariably end up with more stone than you know what to do with, stone is a great choice of material for making things that you need a lot of such as [[Furniture industry|Furniture]].  
+
In addition to building walls and other constructions, a {{L|Mason}} can also use stone to produce goods. Because you will invariably end up with more stone than you know what to do with, stone is a great choice of material for making things that you need a lot of such as {{L|Furniture industry|Furniture}}.  
  
 
=== Mechanics ===
 
=== Mechanics ===
Generic general-purpose [[Mechanism]]s can be created by a [[Mechanic]] at a [[Mechanic's workshop]] out of stone, or at a [[Metalsmith's forge]] from [[bar]]s of weapons-grade metal. They are used for a variety of very useful purposes including building traps, levers, and machine components. See [[#Mechanisms|Mechanisms]].
+
Generic general-purpose {{L|Mechanism}}s can be created by a {{L|Mechanic}} at a {{L|Mechanic's workshop}} out of stone, or at a {{L|Metalsmith's forge}} from {{L|bar}}s of weapons-grade metal. They are used for a variety of very useful purposes including building traps, levers, and machine components. See [[#Mechanisms|Mechanisms]].
  
 
=== Siege Engines ===
 
=== Siege Engines ===
[[Siege engine]]s must be built of siege engine parts which are produced at a [[Siege workshop]].
+
{{L|Siege engine}}s must be built of siege engine parts which are produced at a {{L|Siege workshop}}.
  
 
=== Smelting ===
 
=== Smelting ===
[[Metal_industry#Smelting|Smelting]] is the process of taking ore obtained through [[Mining]] and turning it into usable metal. It's a key part of the [[Metal industry]].
+
{{L|Metal_industry#Smelting|Smelting}} is the process of taking ore obtained through {{L|Mining}} and turning it into usable metal. It's a key part of the {{L|Metal industry}}.
  
 
=== Smithing ===
 
=== Smithing ===
[[Metal_industry#Smithing|Smithing]] is the process of taking the metal bars that come from the smelting process and turning them into useful items. See [[Metal industry]] for more information.
+
{{L|Metal_industry#Smithing|Smithing}} is the process of taking the metal bars that come from the smelting process and turning them into useful items. See {{L|Metal industry}} for more information.
  
 
=== Soap Making ===
 
=== Soap Making ===
[[Soap]] is more important than it sounds. It is an important aspect of [[Healthcare]]. Dwarves don't care that much if they smell bad, but they do tend to get unhappy and die when their wounds become infected. The antiseptic properties of soap are powerful medicine for preventing infection, making soap almost as useful to wounded dwarves as antibiotics would be.
+
{{L|Soap}} is more important than it sounds. It is an important aspect of {{L|Healthcare}}. Dwarves don't care that much if they smell bad, but they do tend to get unhappy and die when their wounds become infected. The antiseptic properties of soap are powerful medicine for preventing infection, making soap almost as useful to wounded dwarves as antibiotics would be.
  
Soap must be made by taking [[Wood]], burning it into [[Ash]], taking the ash and making it into [[Lye]], then taking lye and [[Tallow]] and combining it. This is a rather elaborate process just to get soap, but the healing powers of scrubbing bubbles make it worthwhile. You don't really need that much soap anyway.
+
Soap must be made by taking {{L|Wood}}, burning it into {{L|Ash}}, taking the ash and making it into {{L|Lye}}, then taking lye and {{L|Tallow}} and combining it. This is a rather elaborate process just to get soap, but the healing powers of scrubbing bubbles make it worthwhile. You don't really need that much soap anyway.
  
 
=== Textiles ===
 
=== Textiles ===
A [[Textile industry]] allows you to take plant fibers, silk, or spun yarn and weave them into cloth, take the cloth and dye it, and take cloth and make clothing out of it. Raw cloth is also needed in [[Healthcare]] for bandages. Cloth can also be used for crafts and other things.
+
A {{L|Textile industry}} allows you to take plant fibers, silk, or spun yarn and weave them into cloth, take the cloth and dye it, and take cloth and make clothing out of it. Raw cloth is also needed in {{L|Healthcare}} for bandages. Cloth can also be used for crafts and other things.
  
 
=== Weapons/Armor ===
 
=== Weapons/Armor ===
[[Armor]] and [[Weapon]]s are usually made of [[Metal]] but can also be made of other things like [[Wood]], [[Bone]], or [[Leather]]. See [[Weaponsmith]] and [[Armorsmith]].
+
{{L|Armor}} and {{L|Weapon}}s are usually made of {{L|Metal}} but can also be made of other things like {{L|Wood}}, {{L|Bone}}, or {{L|Leather}}. See {{L|Weaponsmith}} and {{L|Armorsmith}}.
  
  
 
== Trading ==
 
== Trading ==
  
:''Main article: [[Trading]]''
+
:''Main article: {{L|Trading}}''
  
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.
+
When you want to obtain things not available on your map, and you don't want to just kill people to get them, {{L|Trading}} is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.
  
  
 
== Military and Combat ==
 
== Military and Combat ==
  
:''Main article: [[Military]]''
+
:''Main article: {{L|Military}}''
:''Also see: [[Military interface]] guide''
+
:''Also see: {{L|Military interface}} guide''
  
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).
+
The '''military''' is one of the most important aspects of a successful fortress. Even with many {{l|trap}}s, {{l|bridge|drawbridges}} and {{l|magma|other defenses}}, your military will still need to fend off {{l|goblin}} {{l|siege}}s, {{l|megabeast}}s, {{l|titan}}s, and fiendish {{l|Giant cave spider|underground}} {{l|Forgotten beast|beasties}}. Using a combination of {{l|squads|squad orders}} and {{l|scheduling}}, you can set up an elaborate offensive, defensive, or balanced military structure for your {{l|equipment|well-equipped}} {{l|soldier}}s to follow. Turning your dwarves from {{l|immigration|useless migrants}} into bloodthirsty killing machines never hurts (unless you're the enemy).
  
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on the subject and the [[military interface]] guide.
+
Setting up a military is a huge subject in and of itself, so check out the {{L|Military|main article}} on the subject and the {{L|military interface}} guide.
  
 
== Hospitals and Healthcare ==
 
== Hospitals and Healthcare ==
  
:''Main article: [[Healthcare]]''
+
:''Main article: {{L|Healthcare}}''
  
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.
+
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient {{L|Healthcare}} system.
  
  
 
== Burrows ==
 
== Burrows ==
  
:''Main article: [[Burrow]]''
+
:''Main article: {{L|Burrow}}''
  
 
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.
 
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.
Line 1,027: Line 1,027:
 
== Activity Zones ==
 
== Activity Zones ==
  
:''Main article: [[Activity zone]]''
+
:''Main article: {{L|Activity zone}}''
  
'''Activity zones''' are areas in which [[dwarf|dwarves]] are instructed to perform specific tasks, such as [[fishing]], dumping objects, or collecting [[water]]. Activity zones that can be defined are:
+
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. Activity zones that can be defined are:
  
 
*'''Water Source''' - designates a preferred area for dwarves to obtain water
 
*'''Water Source''' - designates a preferred area for dwarves to obtain water
Line 1,038: Line 1,038:
 
*'''Sand Collection''' - area for collecting sand for glass making
 
*'''Sand Collection''' - area for collecting sand for glass making
 
*'''Clay Collection''' - area for collecting clay for making ceramics
 
*'''Clay Collection''' - area for collecting clay for making ceramics
*'''Meeting Area''' - designates an area where dwarves will congregate when idle. Certain [[Room]]s are either implicitly meeting areas, or can be configured to act as meeting areas, regardless of this zone setting.
+
*'''Meeting Area''' - designates an area where dwarves will congregate when idle. Certain {{L|Room}}s are either implicitly meeting areas, or can be configured to act as meeting areas, regardless of this zone setting.
*'''Hospital''' - designates that an area should be used as a hospital. See [[Activity zone#Hospital|Hospitals]] and [[Healthcare]].
+
*'''Hospital''' - designates that an area should be used as a hospital. See {{L|Activity zone#Hospital|Hospitals}} and {{L|Healthcare}}.
  
See the main article on [[Activity zone]]s for all of the details on how to define activity zones and exactly what they do.
+
See the main article on {{L|Activity zone}}s for all of the details on how to define activity zones and exactly what they do.
  
  
 
== Standing Orders ==
 
== Standing Orders ==
  
:''Main article: [[Standing orders]]''
+
:''Main article: {{L|Standing orders}}''
  
'''Standing orders''' are non-military orders that apply to the entire fortress, including civilians. They should not be confused with military orders as they have no military function. (See [[Squads]] for information on issuing military orders.)
+
'''Standing orders''' are non-military orders that apply to the entire fortress, including civilians. They should not be confused with military orders as they have no military function. (See {{L|Squads}} for information on issuing military orders.)
  
 
Essentially these are general preferences for certain dwarven behavior, such as whether certain tasks (like weaving thread into cloth) will automatically be performed.
 
Essentially these are general preferences for certain dwarven behavior, such as whether certain tasks (like weaving thread into cloth) will automatically be performed.
Line 1,069: Line 1,069:
 
| view units command
 
| view units command
 
|}
 
|}
Individual items in the game can be designated as [[Forbid|forbidden]], marked for [[Dump#Garbage_Dump|dumping]] or [[Melt item|melting]], and [[Hide Items or Buildings|hidden]] or unhidden. There is more than one way to set these properties:
+
Individual items in the game can be designated as {{L|Forbid|forbidden}}, marked for {{L|Dump#Garbage_Dump|dumping}} or {{L|Melt item|melting}}, and {{L|Hide Items or Buildings|hidden}} or unhidden. There is more than one way to set these properties:
 
#Using the "Set building/item properties submenu" commands
 
#Using the "Set building/item properties submenu" commands
#Using commands in the [[Stocks]] screen
+
#Using commands in the {{L|Stocks}} screen
 
#Browsing through the contents of a tile with the loo{{K|k}} command and flagging items
 
#Browsing through the contents of a tile with the loo{{K|k}} command and flagging items
 
#Browsing through a dwarf's inventory with the {{K|v}}iew unit command and flagging items
 
#Browsing through a dwarf's inventory with the {{K|v}}iew unit command and flagging items
Line 1,084: Line 1,084:
 
| forbid items
 
| forbid items
 
|}
 
|}
:''Main article: [[Forbid]]''
+
:''Main article: {{L|Forbid}}''
 
Items that are '''forbidden''' will be completely ignored by dwarves. This can be used to stop dwarves from touching items that they might otherwise pick up and use or haul to a stockpile, for example. '''Reclaiming''' an item means unforbidding it so that dwarves can use it again.
 
Items that are '''forbidden''' will be completely ignored by dwarves. This can be used to stop dwarves from touching items that they might otherwise pick up and use or haul to a stockpile, for example. '''Reclaiming''' an item means unforbidding it so that dwarves can use it again.
  
Line 1,096: Line 1,096:
 
| unmark items for melting
 
| unmark items for melting
 
|}
 
|}
:''Main article: [[Melt item]]''
+
:''Main article: {{L|Melt item}}''
 
Metal items can be marked for '''melting''' in a smelter to recycle the metal for other uses. Simply marking an item will not queue up a "melt item" job at a smelter, however.
 
Metal items can be marked for '''melting''' in a smelter to recycle the metal for other uses. Simply marking an item will not queue up a "melt item" job at a smelter, however.
  
Line 1,108: Line 1,108:
 
| unmark items for dumping
 
| unmark items for dumping
 
|}
 
|}
:''Main article: [[Activity zone#Garbage Dump]]''
+
:''Main article: {{L|Activity zone#Garbage Dump}}''
Marking an item for '''Dumping''' causes dwarves to haul the item off to a [[Dump#Garbage_Dump|garbage dump zone]]. After depositing an item in a garbage dump zone, the item will automatically be '''forbidden''' as well. Despite the use of the term "garbage", the dumped items are not necessarily garbage at all. After being dumped they may later be reclaimed and used if desired. Players often use/abuse garbage dump zones for use as [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for goods they don't intend to discard.
+
Marking an item for '''Dumping''' causes dwarves to haul the item off to a {{L|Dump#Garbage_Dump|garbage dump zone}}. After depositing an item in a garbage dump zone, the item will automatically be '''forbidden''' as well. Despite the use of the term "garbage", the dumped items are not necessarily garbage at all. After being dumped they may later be reclaimed and used if desired. Players often use/abuse garbage dump zones for use as {{L|Exploit#Quantum_stockpiles|Quantum Stockpiles}} for goods they don't intend to discard.
  
 
Note that '''a garbage dump zone is not the same as a refuse stockpile'''. "Refuse" refers to a certain class of item that includes animal remains, body parts, bones, etc., generally things that can rot. Designating a refuse stockpile will cause anything in the refuse category to be hauled off to that stockpile without explicitly being marked, whereas a "garbage dump zone" will only ever receive items marked for dumping regardless of what type of items are marked. Non-refuse items can never be "marked" as refuse, but anything can be marked for dumping.
 
Note that '''a garbage dump zone is not the same as a refuse stockpile'''. "Refuse" refers to a certain class of item that includes animal remains, body parts, bones, etc., generally things that can rot. Designating a refuse stockpile will cause anything in the refuse category to be hauled off to that stockpile without explicitly being marked, whereas a "garbage dump zone" will only ever receive items marked for dumping regardless of what type of items are marked. Non-refuse items can never be "marked" as refuse, but anything can be marked for dumping.
Line 1,122: Line 1,122:
 
| unhide items
 
| unhide items
 
|}
 
|}
You can [[Hide Items or Buildings]] so that they don't appear on the map. You can later unhide them. See [[Hide Items or Buildings]] for more details.
+
You can {{L|Hide Items or Buildings}} so that they don't appear on the map. You can later unhide them. See {{L|Hide Items or Buildings}} for more details.
  
  
 
== Traffic Designations ==
 
== Traffic Designations ==
  
:''Main article: [[Traffic]]''
+
:''Main article: {{L|Traffic}}''
  
'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible, but using these designations you can force them to take a different route. This is an optional feature that you may not ever need, but if you do then it comes in handy. Careful use of this option can conceivably increase [[Frames per second|FPS]]. See the main article on [[Traffic]] for detailed information on how all of this works.
+
'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible, but using these designations you can force them to take a different route. This is an optional feature that you may not ever need, but if you do then it comes in handy. Careful use of this option can conceivably increase {{L|Frames per second|FPS}}. See the main article on {{L|Traffic}} for detailed information on how all of this works.
  
  
 
== Macros ==
 
== Macros ==
  
:''Main article: [[Macros and Keymaps]]''
+
:''Main article: {{L|Macros and Keymaps}}''
  
 
'''Macros''' allow you to record sequences of keystrokes and "play" them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.
 
'''Macros''' allow you to record sequences of keystrokes and "play" them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: