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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=0todd0</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-12T10:41:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42317</id>
		<title>User:0todd0</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42317"/>
		<updated>2008-12-29T06:47:33Z</updated>

		<summary type="html">&lt;p&gt;0todd0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My design ideas:&lt;br /&gt;
&lt;br /&gt;
Great Moat Defense&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Floor X&lt;br /&gt;
&lt;br /&gt;
.................&lt;br /&gt;
.^^^^^^^^^^^^^^^.&lt;br /&gt;
.^▒▒▒▒▒▒▒▒▒▒▒▒▒^.&lt;br /&gt;
.^▒≈≈≈≈≈≈≈≈≈≈≈▒^.&lt;br /&gt;
.^▒≈&amp;gt;.▒▒▒▒▒..≈▒^.&lt;br /&gt;
.^▒≈..▒.X.▒..≈▒^.&lt;br /&gt;
.^▒≈..▒...▒..≈▒≈≈&lt;br /&gt;
.^▒≈..▒▒╫▒▒..≈▒^.&lt;br /&gt;
.^▒≈......ò..≈▒^.&lt;br /&gt;
.^▒≈≈≈≈≈╥≈≈≈≈≈▒^.&lt;br /&gt;
.^▒▒▒▒▒▒╨▒▒▒▒▒▒^.&lt;br /&gt;
.^^^^^^^^^^^^^^^.&lt;br /&gt;
.................&lt;br /&gt;
&lt;br /&gt;
Floor X+1&lt;br /&gt;
&lt;br /&gt;
     ╬╬╬╬╬&lt;br /&gt;
     ╬.&amp;lt;.╬&lt;br /&gt;
     ╬...╬&lt;br /&gt;
     ╬╬╬╬╬&lt;br /&gt;
&lt;br /&gt;
Floor X-1&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒██&lt;br /&gt;
▒≈≈≈≈≈≈≈≈≈≈≈▒██&lt;br /&gt;
▒≈&amp;lt;▒▒▒▒▒▒▒▒≈▒██&lt;br /&gt;
▒≈▒▒█▒▒▒██▒≈▒▒▒&lt;br /&gt;
▒≈▒██▒X▒██▒≈#≈≈&lt;br /&gt;
▒≈▒██▒▒▒██▒≈▒▒▒&lt;br /&gt;
▒≈▒▒▒▒▒▒▒▒▒≈▒██&lt;br /&gt;
▒≈≈≈≈≈≈≈≈≈≈≈▒██&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒██  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; is a grate.&lt;br /&gt;
The stairway in the channel is an escape route for maps that freeze and to install the grate&lt;br /&gt;
&lt;br /&gt;
Artificial Underground River&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Above Ground&lt;br /&gt;
....&amp;gt;...≈≈≈≈&lt;br /&gt;
.........≈≈≈&lt;br /&gt;
.....___%%≈≈&lt;br /&gt;
...........≈&lt;br /&gt;
............&lt;br /&gt;
............&lt;br /&gt;
&lt;br /&gt;
Floor -1&lt;br /&gt;
&lt;br /&gt;
███▒▒▒██████&lt;br /&gt;
▒▒▒▒X▒▒▒▒▒██&lt;br /&gt;
▒...░....▒▒█&lt;br /&gt;
▒_.░≈░....▒▒&lt;br /&gt;
▒_..░......▒&lt;br /&gt;
▒_.........▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Floor -2&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒..........▒&lt;br /&gt;
▒..___░__..▒&lt;br /&gt;
...__░≈░_..▒&lt;br /&gt;
...__░≈░░..▒&lt;br /&gt;
▒.._░░≈░_..▒&lt;br /&gt;
▒..___░__..▒&lt;br /&gt;
▒..........▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Floor -3&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒..................................▒&lt;br /&gt;
▒...≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈...▒&lt;br /&gt;
▒..≈≈≈≈≈≈≈≈≈≈≈○≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈░≈..▒&lt;br /&gt;
▒..≈≈≈........................░≈░░.▒&lt;br /&gt;
▒..≈≈≈.......................░░≈░..▒&lt;br /&gt;
▒..≈≈≈......................░░░≈░░.▒&lt;br /&gt;
▒..≈≈≈≈≈≈≈≈≈≈≈╔═╗≈≈≈≈≈≈≈≈≈≈≈≈≈≈░≈..▒&lt;br /&gt;
▒...≈≈≈≈≈≈≈≈≈≈╚═╝≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈...▒&lt;br /&gt;
▒..................................▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒...▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21684</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21684"/>
		<updated>2008-12-24T04:50:57Z</updated>

		<summary type="html">&lt;p&gt;0todd0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling humie.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== Nay, no ponderous stone doors or shining silver arcades, not while I live! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only &amp;lt;material&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of &amp;lt;material&amp;gt; will be made only from &amp;lt;material&amp;gt;. Doors, chairs, floodgates, bridges, stairs, workshops, towers, you name it.&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. You should forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== Doomsday Clock ==&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
== Stay Awhile, and Listen ==&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider an extremely elaborate scaffold of lava and water pools and screw pumps to create obsidian in a large rectangular block in the exact same dimensional criteria as above. Smooth and you're finished. You get kudos for doing this as both reservoirs of magma and water pose serious threats to a fortress if scrupulous engineering methods are not used. Your dwarves are truly insane to attempt this.&lt;br /&gt;
&lt;br /&gt;
== Ceremonial Sacrifices ==	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
== Noblesse requiro ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
== Stranded Scout Squad ==&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
== Bandit Camp ==&lt;br /&gt;
&lt;br /&gt;
* At least 3 marksdwarves.&lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.&lt;br /&gt;
&lt;br /&gt;
Attack and loot every intelligent creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
== Space Ship ==&lt;br /&gt;
&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
BONUS: Use exploding booze as ignitable fuel.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make a removable ramp for boarding.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the water for the 2 years be on the ship using removable pumps.&lt;br /&gt;
&lt;br /&gt;
ÜBER BONUS: Make it totally self sufficient. (Don't ask me how you'd do this)&lt;br /&gt;
&lt;br /&gt;
SÜPER ÜBER BONUS: Make it all out of steel.&lt;br /&gt;
&lt;br /&gt;
== Aquaducts ==&lt;br /&gt;
&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aquaduct to bring water to the capital. Start with supports, and build up your aquaduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aquaduct and into it!&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3894</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3894"/>
		<updated>2008-12-23T06:17:01Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* Confirmed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::1. Build a box with constructed walls from the ground.&lt;br /&gt;
:::::2. Remove the construction connecting it to the ground.&lt;br /&gt;
:::::Also, an isolated room, would ''have'' to collapse, unless we've got anti-gravity-field-generators. --[[User:Savok|Savok]] 14:59, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and re-add when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had a lot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse every time a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I dug an open pit in a sandy grassland region. The pit was 4x6 and one level below the surface. And yet, somehow I had a cave-in. It was minor, and only knocked my miner out for a few ticks, but I'm still trying to figure out why an open-air pit would register a cave-in. (In addition, nothing actually changed as far as the pit topography.) --[[User:RedKing|RedKing]] 01:58, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig all the way around the edge then that causes a cave in, i.e if you make a C shape and then dig out the remaining wall the center will fall down. This will destroy any buildings underneath.[[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Avoiding ==&lt;br /&gt;
&lt;br /&gt;
I removed the 7x7 info until someone can verify that it's relevant in the new version. I'd also be interested to know when rockslides or shearing happens. --[[User:Turgid Bolk|Turgid Bolk]] 16:44, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that the 7x7 thing ISN'T valid as of 39e.  I've had a 10x20 room with two solid layers on top of it for years and it hasn't collapsed.  Only three walls, too. --[[User:CrazyEyes|CrazyEyes]] 11:00, 06 August 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins In and ice... ==&lt;br /&gt;
&lt;br /&gt;
Cave ins aren't supposed to damage the floor below? Is this still valid? I found an occasion where they do.&lt;br /&gt;
&lt;br /&gt;
As sometimes happens, one pond froze over on my map. I dug down under the ice, and removed the support from under an island in the centre of the pond. I also dug a room (crypt) under the pond.&lt;br /&gt;
&lt;br /&gt;
When the ice melted come spring, the 'ground' on the surface of the pond lasted a few seconds before realising it should collapse, and when it DID collapse it punched a hole into the room BELOW the pond. I know the hole was punched there becase next winter the ice froze down to the room below ONLY in the tils right below where the cave in occured, the rest staying distinctly wet.&lt;br /&gt;
&lt;br /&gt;
== Cave-ins and Ramps ==&lt;br /&gt;
&lt;br /&gt;
I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmed ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any item caught under falling natural terrain is encased in stone and must be dug out destroyed completely.&amp;quot;&lt;br /&gt;
I saw this has a &amp;quot;Verify&amp;quot; next to it. I have a video that confirmed it(started a hermit challenge). Here is the link -&amp;gt;http://mkv25.net/dfma/movie-1001#lastComment --[[User:0todd0|0todd0]] 01:04, 23 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3893</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3893"/>
		<updated>2008-12-23T06:04:37Z</updated>

		<summary type="html">&lt;p&gt;0todd0: Confirmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::1. Build a box with constructed walls from the ground.&lt;br /&gt;
:::::2. Remove the construction connecting it to the ground.&lt;br /&gt;
:::::Also, an isolated room, would ''have'' to collapse, unless we've got anti-gravity-field-generators. --[[User:Savok|Savok]] 14:59, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and re-add when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had a lot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse every time a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I dug an open pit in a sandy grassland region. The pit was 4x6 and one level below the surface. And yet, somehow I had a cave-in. It was minor, and only knocked my miner out for a few ticks, but I'm still trying to figure out why an open-air pit would register a cave-in. (In addition, nothing actually changed as far as the pit topography.) --[[User:RedKing|RedKing]] 01:58, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig all the way around the edge then that causes a cave in, i.e if you make a C shape and then dig out the remaining wall the center will fall down. This will destroy any buildings underneath.[[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Avoiding ==&lt;br /&gt;
&lt;br /&gt;
I removed the 7x7 info until someone can verify that it's relevant in the new version. I'd also be interested to know when rockslides or shearing happens. --[[User:Turgid Bolk|Turgid Bolk]] 16:44, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that the 7x7 thing ISN'T valid as of 39e.  I've had a 10x20 room with two solid layers on top of it for years and it hasn't collapsed.  Only three walls, too. --[[User:CrazyEyes|CrazyEyes]] 11:00, 06 August 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins In and ice... ==&lt;br /&gt;
&lt;br /&gt;
Cave ins aren't supposed to damage the floor below? Is this still valid? I found an occasion where they do.&lt;br /&gt;
&lt;br /&gt;
As sometimes happens, one pond froze over on my map. I dug down under the ice, and removed the support from under an island in the centre of the pond. I also dug a room (crypt) under the pond.&lt;br /&gt;
&lt;br /&gt;
When the ice melted come spring, the 'ground' on the surface of the pond lasted a few seconds before realising it should collapse, and when it DID collapse it punched a hole into the room BELOW the pond. I know the hole was punched there becase next winter the ice froze down to the room below ONLY in the tils right below where the cave in occured, the rest staying distinctly wet.&lt;br /&gt;
&lt;br /&gt;
== Cave-ins and Ramps ==&lt;br /&gt;
&lt;br /&gt;
I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmed ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any item caught under falling natural terrain is encased in stone and must be dug out destroyed completely.&amp;quot;&lt;br /&gt;
I saw this has a &amp;quot;Verify&amp;quot; next to it. I have a video that confirmed it(started a hermit challenge), I'll upload it and add a link. --[[User:0todd0|0todd0]] 01:04, 23 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15130</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15130"/>
		<updated>2008-09-01T23:57:28Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Other=&lt;br /&gt;
===== Content from [[Getting started]] =====&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===== Recording a Movie =====&lt;br /&gt;
I was thinking that someone could record a movie following the steps given here, as a visual aid. As DF is very structure-based it would help to visualize how the fortress is supposed to look. [[User:Memo|Memo]] 15:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=Choosing a location=&lt;br /&gt;
==Your surrondings==&lt;br /&gt;
&lt;br /&gt;
===== flux, iron, etc. =====&lt;br /&gt;
&lt;br /&gt;
Is it really necessary to recommend a sedimentary layer? You don't really need to start with iron at all, you can just let the goblins import it for you and melt their armor for an essentially infinite supply. Unless this changes at the end of Army Arc I'm not sure starting iron is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Have to be in contact with dwarves? =====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will want to be in contact with dwarves to get immigrants and a dwarven trading caravan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is it even possible to settle somewhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves? --[[User:Juckto|Juckto]] 18:18, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nope.  Even on a volcanic island on the opposite side of the map from any dwarven mountainhome, caravans visited.  It's worth noting that the local map was all land, but still they took ships over to get to the island itself, I suppose.--[[User:Dadamh|Dadamh]] 14:49, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ships don't exist. &amp;lt;tt&amp;gt;&amp;quot;Boats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot; --Toady One&amp;lt;/tt&amp;gt;&lt;br /&gt;
::They don't need to, either - the caravans just bring along seven units of lava, one block of green glass, and a legendary glassmaker. Once they get to the beach, they turn a tiny patch of sand into an ocean-spanning bridge.&lt;br /&gt;
::That, or they tunnel under the ocean with an unskilled miner - he'll become legendary soon enough. --[[User:Savok|Savok]] 23:01, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Well, I sort of meant it as a joke.  Off-screen boats.  My entire tile was flat land, but they still got there somehow, so I was supposing boats over the water.--[[User:Dadamh|Dadamh]] 07:32, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Buying Skills and Items=&lt;br /&gt;
==Skills==&lt;br /&gt;
===== Skill choices =====&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;br /&gt;
:I agree with this. When I make a new Caravan, I often make a Leader-type with ONLY leader/trade related skills. Even just having the ability to SEE the values of the items (even if you have them memorized) helps aid in making a good first-year trade session. And the first-year Dwarven caravan doesn't expect a large profit. I've done large deals with them that only netted them a 10-coin profit. --[[User:Nekojin|Nekojin]] 12:45, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think good bridging points are the seasons and end of the years; To aid readability and to separate into chunks, I think a listing of 'things to accomplish by winter', 'things to accomplish by spring (your first immingants!)', that sort of thing -- To avoid having a gigantic page, it might be better to split them off into &amp;quot;your first year&amp;quot;, &amp;quot;your second year&amp;quot;, especially because the gameplay changes signifiantly when you start getting nobles and your construction focus starts to shift from mere survival into making your dwarves happy, trading, and onward to economy and such. If people are interested in taking this approach, I'd certainly help with the writing. [[User:Bhodi|Bhodi]] 13:10, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Current skill list could be improved. Gem setter? Just wait for immigrant... Starting points can be spent in better ways. Mechanic/architect won't have time for architecture if he has well-planned day. Woodcutting goes up really quick. 4 points in axedwarf will give you enough active defense for everything that isn't strong enough to force you to lock all dwarves underground. Weaponsmith isn't really needed at start. Your unskilled dwarves aren't good fighters, and this 20-40% damage won't change much. Proficient in herbalism is too much. It's either only to bootstrap aboveground farming or to replace it entirely (for starting fortresses) in which case you don't need grower skill. --[[User:Someone-else|Someone-else]] 16:35, 24 April 2008 (EDT)&lt;br /&gt;
:Speaking of gem setters, they're completely worthless because it takes more time to stud 300 exceptional mugs with gems than it takes to make 300 masterwork mugs. --[[User:GreyMario|GreyMario]] 16:50, 24 April 2008 (EDT)&lt;br /&gt;
::Hey now, the point of gem setting (after you've gotten a legendary one of course) isn't to stud your mugs, its to decorate those statues/thrones/tables/doors for the king or just general enjoyment of the fortress.  Its not like you need gems or gem-studded objects for trade, buying out caravans is so trivially easy without that.  And if you're going to stud a tradegood with gems, stud something with more intrinsic value than a mug - even a masterwork one isn't worth all that much. &lt;br /&gt;
::More generally on skills, i've been finding that once you get comfortable with the game you want to load up on skills that are harder to level up.  I haven't even been starting with miners my last couple games, leveling miners is pretty easy.  I often grab dwarves who can do one to two of the following: Carpentry, Building Design, Masonry, Mechanics, Weaponsmith, Armorsmith, Metalsmith.  After that, choose one of Clothier or Glassworker (and possibly grab some related profession skills).  Make sure one dwarf has leader skills (I prefer 1 in each of Negotiator/Appraiser/Judge Intent/Persuader/Consoler).  Combine these as you see fit (though I generally combo Architect/Mason and make my Mechanic my broker/trader/bookkeeper/hopefully leader).  And make sure to get a Brewer/Grower to handle your food needs (starting with a trained cook I find to be less important than a trained brewer).  Anything left I put into other possibly useful and hard to train skills - gem cutter or setter being most typical.  The real trick is suitably micromanaging the 'easy-train' necessary jobs to avoid polluting your desired mood skill before the first wave of immigrants arrive.  I've also been starting with an anvil most of the time too, and crafting my axe (and sometimes my picks, although you don't save much doing that).&lt;br /&gt;
::Which isn't to say beginners shouldn't start with some experienced miners and so forth.  But the herbalist is wholely unnecessary (I've only above ground farmed once, and that was for dye plants and 4 years in).  It would be more worthwhile to recommend they start in an area with a soil layer to make underground farming easier (and soil layers seem to be pretty common).  But the starting advice recommends so much food that the only difficulty is figuring out how to irrigate, not having the time to do so before they run out of food.  Finally, defensive skills are overrated.  You want defense?  That's what the mechanic is for.  Stonefall traps are far more reliable than a military dwarf, and won't take ages getting into position, be sleeping/eating/drinking when you need them, or take an unlucky hit and die instead of finishing the critter.  Far too much of a gamble, especially for a new player.  (Kobold thieves are easily dealt with by drafting everyone within a small radius, or just letting it run away if only one dwarf is nearby - they won't try to engage your dwarves once spotted - or by dogs for that matter).&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 01:31, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a concern that fisherdwarf is a suggested skill. If you are along a river or ocean, chances are any fisherdwarves will be horribly mauled by deadly carp and longnose gar. Fish are deadly enough to any dwarves getting a drink from a river without tempting fate by actually fishing. One dwarf dying along a river creates a deadly cycle of dwarves attempting to loot the body and then being killed by fish.--[[User:Quartic|quartic]] 14:19, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===== Dwarf with appropriate skills not necessarily the leader =====&lt;br /&gt;
I used a skill assignment similar to those recommended here and my presumptive leader with mining/judge of intent/consoler/appraiser/record-keeper/organizer was passed over for the weaponsmith/armorsmith.  He was assigned outpost leader, manager, trader, and bookkeeper despite not having a single appropriate skill.  And to really rub it it in, one of his traits is &amp;quot;never speaks out or attempts to direct activities.&amp;quot;  At least I was able to switch the jobs other than leader back to the right dwarf for the job (and I'm forcing the smith to smooth stone all day for his presumption.)  One other factor that may have been involved is that the smith is friends with 5 others and the intended boss-dwarf has but one friend and one grudge. --[[User:Danny Rathjens|Danny Rathjens]] 02:12, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===== Switching out Weaponsmith/Armorsmith =====&lt;br /&gt;
I was thinking, instead of switching out the weapon/armor smith for a fisher, you could switch them out for a craftsdwarf and remove 1 point from building design for fisherdwarf. --[[User:0todd0|0todd0]] 19:57, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
=====Huh?=====&lt;br /&gt;
Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the &amp;quot;first fortress&amp;quot; page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nevermind... I just realized I needed to remove items from the pool first. Maybe a note that you have to hit Tab to get to the items page would help? --[[User:DuckAndCower|DuckAndCower]] 23:52, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Beginning the Fortress=&lt;br /&gt;
==Intro==&lt;br /&gt;
===== Wall of text =====&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
=====Anvil=====&lt;br /&gt;
The caravan is by no means guaranteed to bring an anvil the first year. (Out of ten games started and played through first year, I think I've gotten an anvil twice.) You can request one from the liason, though. I'd edit the entry myself, but I'm not certain how to word it without totally changing that whole paragraph.--[[User:Xazak|Xazak]] 15:41, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that Humans always bring an anvil or two, but I may be wrong. [[User:Memo|Memo]] 17:02, 11 November 2007 (EST)&lt;br /&gt;
:: You are not correct, Memo. I've had fortresses that have gone anvil-less for 2 years before a Dwarven Caravan finally brought one (brought three, actually). Edit: The first year's caravans (Fall Dwarven, Spring Elven, and Summer Human) are largely randomized. I've seen vastly different products being brought in on all three of those, with roughly similar settlements and trade requests. --[[User:Nekojin|Nekojin]] 12:18, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===== Trading vs Growing=====&lt;br /&gt;
Is it just me, or is it much easier to teach people how to trade for food than it is to farm/grow/brew? I find one dedicated stonecrafter is more than enough to purchase all the food that can be possibly thrown at you, and will likely even be legendary by the time the second trade caravan comes along. For a &amp;quot;newb strategy&amp;quot; this might be the way to go instead of trying to explain floodgates and channels right off the bat. [[User:Weasello|Weasello]] 10:50, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, but you're forgetting something. If a trade caravan gets ambushed or if they don't sell anything to you, then you're in trouble. And of course, trading with an Elf is like trying to get blood out of a stone.&lt;br /&gt;
My recommendation is to get food three ways; &lt;br /&gt;
1) Grow Plump Helmet&lt;br /&gt;
2) Fish&lt;br /&gt;
3) Kill animals for meat.[[User:AlexFili|AlexFili]] 07:43, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Eeeeeexcept you don't know how to properly trade with the elves. As a general rule of thumb, if it once lived, don't sell it to them. Silk is fine, buy shit from the elves using the *cave spider silk sock*s you made from the dwarves' cave spider silk cloth that you bought with your *cat meat roast [40]*. --[[User:GreyMario|GreyMario]] 15:16, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Alternately, trade them craploads of stonecrafts.  I mean, there are two ways to clear a fortress of excess stone (stone blocks and stonecrafts), and one of them provides tradegoods, so stonecraft like mad.  You'll get nice clean hallways too.  Mechanisms would almost work, except they can't be binned.  They're also a great early trade good, but elves will complain about the weight - you can unload a couple on the elves generally though if you clear them out (supplemented by lighter things, like... stonecrafts).  Mechanisms are far better for doing things like buying metal bars and an anvil off the dwarf caravan, because they're more value/mass than those are.  &lt;br /&gt;
:::You can also unload all those Narrow Giant Spider Silk loincloths you'll start collecting on elves, just make sure to check for blood spatters - elves don't like those too much.  &lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 17:20, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===== Office not required to meet with liaison =====&lt;br /&gt;
I met him in my barracks with no office built. :) --[[User:Danny Rathjens|Danny Rathjens]] 02:00, 7 April 2008 (EDT)&lt;br /&gt;
:I confirm. When I forgot to assign office to my Exp leader, he conducted meeting with liaison at meeting hall (designated from well)--[[User:Dorten|Dorten]] 03:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I also confirm, my leader's thoughts included 'was embarassed to hold a meeting in a dining room'.--[[User:Dwarven Gemologist|Gemmy]] 13:35, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Despite having built an office for him, he refused to use it while he was still an expedition leader - and received no bad thought because of it.  From a different game, after becoming mayor he does receive an embarassed thought if no office is assigned. --[[User:Squirrelloid|Squirrelloid]] 13:48, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I fixed this in the article a week ago. [[User:Anydwarf|Anydwarf]] 15:24, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Stockpiles==&lt;br /&gt;
===== Moving refuse stockpile inside =====&lt;br /&gt;
Section about stockpiles recommends moving all stockpiles inside as soon as possible. It's wrong thing as it creates miasma if not handled properly. Best thing that can be done is either making custom stockpiles - one for bones/shells/skulls (inside, near craftdwarf shop) and one for rest (outside, near tanner), designing special anti-miasma room for refuse or order dwarves to dump rotting things into water/magma/chasm etc.&lt;br /&gt;
&lt;br /&gt;
You dont understand the point - if your miasma creating stuff is usually put outside, the shit hits the fan one or another way when u have the first siege or even only ambush. Made this clearer in the article.--[[User:Koltom|Koltom]] 21:36, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just for an example, I store my refuge and graveyard in a nearby cave/mountain/basement. I usually make the corridors a bit more winding then usual, and I put a few doors in for an air-lock effect. a 5x5 refuge pit should be enough for the first year, and 1-3 coffins in the graveyard just in case. [[User:AlexFili|AlexFili]] 07:41, 30 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=11729</id>
		<title>40d Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=11729"/>
		<updated>2008-06-09T23:28:27Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* TSearch summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come losing redirects here? --[[User:Mizipzor|Mizipzor]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --[[User:BurnedToast|BurnedToast]] 20:37, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I changed it.  Now there's a full [[losing]] article for all of you losers out there. ;-) --[[User:JT|JT]] 20:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TSearch summary ==&lt;br /&gt;
&lt;br /&gt;
I decieded to break down the TSearch hacking DF video&lt;br /&gt;
&lt;br /&gt;
#Open TSearch and Dwarf Fortress&lt;br /&gt;
#Make a new fortress and open Prepare carefuly&lt;br /&gt;
#Open the DF process in TSearch(dwarfort.exe)&lt;br /&gt;
#Press the search button(looks like a magnifying glass) and search 10 as 1 byte&lt;br /&gt;
#Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)&lt;br /&gt;
#Press search next(magnifying glass with &amp;quot;...&amp;quot; next to it) and search 7(you will get from 7 to 14)&lt;br /&gt;
#Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they weren't on mine)&lt;br /&gt;
#On the left press one of the 7s and hit freeze(looks like a craftsdrawf)&lt;br /&gt;
&lt;br /&gt;
With this, you can make the dwarf proficient in everything.&lt;br /&gt;
To change points, follow numbers 1-3 and then:&lt;br /&gt;
&lt;br /&gt;
#Change points to 94 by buying the dwarves skills&lt;br /&gt;
#Search 94 as 1 byte&lt;br /&gt;
#Change points to 22&lt;br /&gt;
#Search next 22 as 1 bit(you may get 1 to 2 results)&lt;br /&gt;
#Double click the static 22&lt;br /&gt;
#Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)&lt;br /&gt;
#Then change points to whatever you want&lt;br /&gt;
&lt;br /&gt;
Optionaly, change points to 10000 and freeze it. --[[User:0todd0|0todd0]] 19:23, 9 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=11728</id>
		<title>40d Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=11728"/>
		<updated>2008-06-09T23:25:42Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* TSearch summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come losing redirects here? --[[User:Mizipzor|Mizipzor]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --[[User:BurnedToast|BurnedToast]] 20:37, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I changed it.  Now there's a full [[losing]] article for all of you losers out there. ;-) --[[User:JT|JT]] 20:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TSearch summary ==&lt;br /&gt;
&lt;br /&gt;
I decieded to break down the TSearch hacking DF video&lt;br /&gt;
&lt;br /&gt;
#Open TSearch and Dwarf Fortress&lt;br /&gt;
#Make a new fortress and open Prepare carefuly&lt;br /&gt;
#Open the DF process in TSearch(dwarfort.exe)&lt;br /&gt;
#Press the search button(looks like a magnifying glass) and search 10 as 1 byte&lt;br /&gt;
#Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)&lt;br /&gt;
#Press search next(magnifying glass with &amp;quot;...&amp;quot; next to it) and search 7(you will get from 7 to 14)&lt;br /&gt;
#Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they werent on mine)&lt;br /&gt;
#On the left press one of the 7s and hit freeze(looks like a craftsdrawf)&lt;br /&gt;
&lt;br /&gt;
With this, you can make the dwarf proficient in everything.&lt;br /&gt;
To change points, follow numbers 1-3 and then:&lt;br /&gt;
&lt;br /&gt;
#Change points to 94 by buying the dwarves skills&lt;br /&gt;
#Search 94 as 1 byte&lt;br /&gt;
#Change points to 22&lt;br /&gt;
#Search 22 as 1 bit(you may get 1 to 2 results)&lt;br /&gt;
#Double click the static 22&lt;br /&gt;
#Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)&lt;br /&gt;
#Then change points to whatever you want&lt;br /&gt;
&lt;br /&gt;
Optionaly, change points to 10000 and freeze it. --[[User:0todd0|0todd0]] 19:23, 9 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=11727</id>
		<title>40d Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=11727"/>
		<updated>2008-06-09T23:23:18Z</updated>

		<summary type="html">&lt;p&gt;0todd0: TSearch summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come losing redirects here? --[[User:Mizipzor|Mizipzor]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --[[User:BurnedToast|BurnedToast]] 20:37, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I changed it.  Now there's a full [[losing]] article for all of you losers out there. ;-) --[[User:JT|JT]] 20:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TSearch summary ==&lt;br /&gt;
&lt;br /&gt;
I decieded to break down the TSearch hacking DF video&lt;br /&gt;
&lt;br /&gt;
#Open TSearch and Dwarf Fortress&lt;br /&gt;
#Make a new fortress and open Prepare carefuly&lt;br /&gt;
#Open the DF process in TSearch(dwarfort.exe)&lt;br /&gt;
#Press the search button(looks like a magnifying glass) and search 10 as 1 bit&lt;br /&gt;
#Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)&lt;br /&gt;
#Press search next(magnifying glass with &amp;quot;...&amp;quot; next to it) and search 7(you will get from 7 to 14)&lt;br /&gt;
#Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they werent on mine)&lt;br /&gt;
#On the left press one of the 7s and hit freeze(looks like a craftsdrawf)&lt;br /&gt;
&lt;br /&gt;
With this, you can make the dwarf proficient in everything.&lt;br /&gt;
To change points, follow numbers 1-3 and then:&lt;br /&gt;
&lt;br /&gt;
#Change points to 94 by buying the dwarves skills&lt;br /&gt;
#Search 94 as 1 bit&lt;br /&gt;
#Change points to 22&lt;br /&gt;
#Search 22 as 1 bit(you may get 1 to 2 results)&lt;br /&gt;
#Double click the static 22&lt;br /&gt;
#Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)&lt;br /&gt;
#Then change points to whatever you want&lt;br /&gt;
&lt;br /&gt;
Optionaly, change points to 10000 and freeze it. --[[User:0todd0|0todd0]] 19:23, 9 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21033</id>
		<title>User talk:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21033"/>
		<updated>2008-06-08T05:15:17Z</updated>

		<summary type="html">&lt;p&gt;0todd0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd love to see some more milkable creatures --[[User:Tracker|Tracker]] 14:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I wasn't sure you saw my comment at [[:Image:DF Terraform.PNG]], but I wanted you to know it's top-notch. Thanks for making it. --[[User:Turgid Bolk|Turgid Bolk]] 00:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wow.  That thing ''is'' pretty damn good.  I wish I'd had an explanation like that during those first few days of the release...  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:54, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So do we have to crop the graphics to implement them? Or am I just being stupid? [[User:Makuus|Makuus]] 15:48, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
'''Botany mod:'''&lt;br /&gt;
&lt;br /&gt;
I'd love to see more millable items, and maybe a craftable food item? I'm thinking of pig tails --&amp;gt; thread --&amp;gt; plant fiber crafts. Perhaps wreaths, incense, perfume? --[[User:DDouble|DDouble]] 02:18, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What i want to see is corn.(Process to bag would make popcorn, lol) also coconut extract to vial should be coconut milk --[[User:0todd0|0todd0]] 01:09, 8 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chariot&amp;diff=13063</id>
		<title>User:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chariot&amp;diff=13063"/>
		<updated>2008-06-08T05:13:04Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* What do you suggest for zm4? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Zoo Mod 3=&lt;br /&gt;
Zoo Mod 3 for DF 3d:&lt;br /&gt;
&lt;br /&gt;
[http://chariot.nickersonm.com/dwfortress/Zoo_Mod_3.zip Mod Download]&lt;br /&gt;
&lt;br /&gt;
to install, unzip into your raw folder&lt;br /&gt;
&lt;br /&gt;
to use, you must generate a new world&lt;br /&gt;
&lt;br /&gt;
==What zm3 Adds==&lt;br /&gt;
*Chicken [http://en.wikipedia.org/wiki/Chicken]&lt;br /&gt;
*Goose [http://en.wikipedia.org/wiki/Goose]&lt;br /&gt;
*Goat [http://en.wikipedia.org/wiki/Goat]&lt;br /&gt;
*Donkey [http://en.wikipedia.org/wiki/Donkey] (removed due to overlap with new version, but graphics still work)&lt;br /&gt;
*Sheep [http://en.wikipedia.org/wiki/Sheep]&lt;br /&gt;
*Pig [http://en.wikipedia.org/wiki/Pig]&lt;br /&gt;
*Ox [http://en.wikipedia.org/wiki/Ox]&lt;br /&gt;
*Llama [http://en.wikipedia.org/wiki/Llama]&lt;br /&gt;
*Dromedary Camel [http://en.wikipedia.org/wiki/Dromedary_Camel] (see donkey)&lt;br /&gt;
*Bactrian Camel [http://en.wikipedia.org/wiki/Bactrian_Camel] (see donkey)&lt;br /&gt;
*Alpaca [http://en.wikipedia.org/wiki/Alpaca]&lt;br /&gt;
*Yak [http://en.wikipedia.org/wiki/Yak]&lt;br /&gt;
*Pony [http://en.wikipedia.org/wiki/Pony]&lt;br /&gt;
*Gaur [http://en.wikipedia.org/wiki/Gaur]&lt;br /&gt;
*Coyote [http://en.wikipedia.org/wiki/Coyote]&lt;br /&gt;
*Javelina [http://en.wikipedia.org/wiki/Javelina]&lt;br /&gt;
*Wild Boar [http://en.wikipedia.org/wiki/Wild_Boar]&lt;br /&gt;
*Moose [http://en.wikipedia.org/wiki/Moose]&lt;br /&gt;
*Duck [http://en.wikipedia.org/wiki/Duck]&lt;br /&gt;
*Wild Turkey [http://en.wikipedia.org/wiki/Wild_Turkey]&lt;br /&gt;
*Buffalo [http://en.wikipedia.org/wiki/Buffalo]&lt;br /&gt;
*Armadillo [http://en.wikipedia.org/wiki/Armadillo]&lt;br /&gt;
*Porcupine [http://en.wikipedia.org/wiki/Porcupine]&lt;br /&gt;
*Rabbit [http://en.wikipedia.org/wiki/Rabbit]&lt;br /&gt;
*Hare [http://en.wikipedia.org/wiki/Hare]&lt;br /&gt;
*Skunk [http://en.wikipedia.org/wiki/Skunk]&lt;br /&gt;
*Beaver [http://en.wikipedia.org/wiki/Beaver]&lt;br /&gt;
*Prairie Dog [http://en.wikipedia.org/wiki/Prairie_Dog]&lt;br /&gt;
*Mountain Goat [http://en.wikipedia.org/wiki/Mountain_Goat] (see donkey)&lt;br /&gt;
*Florida Panther [http://en.wikipedia.org/wiki/Florida_Panther]&lt;br /&gt;
*Bobcat [http://en.wikipedia.org/wiki/Bobcat]&lt;br /&gt;
*Black Caiman [http://en.wikipedia.org/wiki/Black_Caiman]&lt;br /&gt;
*Badger [http://en.wikipedia.org/wiki/Badger]&lt;br /&gt;
*Otter [http://en.wikipedia.org/wiki/Otter]&lt;br /&gt;
*Pronghorn [http://en.wikipedia.org/wiki/Pronghorn]&lt;br /&gt;
*Bighorn Sheep [http://en.wikipedia.org/wiki/Bighorn_Sheep]&lt;br /&gt;
*Heron [http://en.wikipedia.org/wiki/Heron]&lt;br /&gt;
*Flamingo [http://en.wikipedia.org/wiki/Flamingo]&lt;br /&gt;
*Wisent [http://en.wikipedia.org/wiki/Wisent]&lt;br /&gt;
*Roadrunner [http://en.wikipedia.org/wiki/Roadrunner]&lt;br /&gt;
*Swan [http://en.wikipedia.org/wiki/Swan]&lt;br /&gt;
*Peccary [http://en.wikipedia.org/wiki/Peccary]&lt;br /&gt;
*Tapir [http://en.wikipedia.org/wiki/Tapir]&lt;br /&gt;
*Zebra [http://en.wikipedia.org/wiki/Zebra]&lt;br /&gt;
*Giraffe [http://en.wikipedia.org/wiki/Giraffe]&lt;br /&gt;
*Wildebeast [http://en.wikipedia.org/wiki/Wildebeast]&lt;br /&gt;
*Anteater [http://en.wikipedia.org/wiki/Anteater]&lt;br /&gt;
*Capybara [http://en.wikipedia.org/wiki/Capybara]&lt;br /&gt;
*Muskrat [http://en.wikipedia.org/wiki/Muskrat]&lt;br /&gt;
*Guinea Pig [http://en.wikipedia.org/wiki/Guinea_Pig]&lt;br /&gt;
*Aardvark [http://en.wikipedia.org/wiki/Aardvark]&lt;br /&gt;
*Red Kangaroo [http://en.wikipedia.org/wiki/Red_Kangaroo]&lt;br /&gt;
*Dingo [http://en.wikipedia.org/wiki/Dingo]&lt;br /&gt;
*Ostrich [http://en.wikipedia.org/wiki/Ostrich]&lt;br /&gt;
*Giant Panda [http://en.wikipedia.org/wiki/Giant_Panda]&lt;br /&gt;
*Rhinoceros [http://en.wikipedia.org/wiki/Rhinoceros]&lt;br /&gt;
*Orangutan [http://en.wikipedia.org/wiki/Orangutan] (see donkey)&lt;br /&gt;
*Baboon [http://en.wikipedia.org/wiki/Baboon]&lt;br /&gt;
*Caracal [http://en.wikipedia.org/wiki/Caracal]&lt;br /&gt;
*Komodo Dragon [http://en.wikipedia.org/wiki/Komodo_Dragon]&lt;br /&gt;
*Clouded Leopard [http://en.wikipedia.org/wiki/Clouded_Leopard]&lt;br /&gt;
*White Tiger [http://en.wikipedia.org/wiki/White_Tiger]&lt;br /&gt;
*Gharial [http://en.wikipedia.org/wiki/Gharial]&lt;br /&gt;
*Maned Wolf [http://en.wikipedia.org/wiki/Maned_Wolf]&lt;br /&gt;
*Jackal [http://en.wikipedia.org/wiki/Jackal]&lt;br /&gt;
*African Wild Dog [http://en.wikipedia.org/wiki/African_Wild_Dog]&lt;br /&gt;
*Dhole [http://en.wikipedia.org/wiki/Dhole]&lt;br /&gt;
*Hyena [http://en.wikipedia.org/wiki/Hyena]&lt;br /&gt;
*Water Buffalo [http://en.wikipedia.org/wiki/Water_Buffalo]&lt;br /&gt;
*Cape Buffalo [http://en.wikipedia.org/wiki/Cape_Buffalo]&lt;br /&gt;
*Oryx [http://en.wikipedia.org/wiki/Oryx]&lt;br /&gt;
*Kudu [http://en.wikipedia.org/wiki/Kudu]&lt;br /&gt;
*Addax [http://en.wikipedia.org/wiki/Addax]&lt;br /&gt;
*Impala [http://en.wikipedia.org/wiki/Impala]&lt;br /&gt;
*Sable Antelope [http://en.wikipedia.org/wiki/Sable_Antelope]&lt;br /&gt;
*Okapi [http://en.wikipedia.org/wiki/Okapi]&lt;br /&gt;
*Peacock [http://en.wikipedia.org/wiki/Peacock]&lt;br /&gt;
*Gambian Rat [http://en.wikipedia.org/wiki/Gambian_Rat]&lt;br /&gt;
*Cassowary [http://en.wikipedia.org/wiki/Cassowary]&lt;br /&gt;
*Wolverine [http://en.wikipedia.org/wiki/Wolverine]&lt;br /&gt;
*Woolly Mammoth [http://en.wikipedia.org/wiki/Woolly_Mammoth]&lt;br /&gt;
*Ermine [http://en.wikipedia.org/wiki/Ermine]&lt;br /&gt;
*Lynx [http://en.wikipedia.org/wiki/Lynx]&lt;br /&gt;
*Kodiak Bear [http://en.wikipedia.org/wiki/Kodiak_Bear]&lt;br /&gt;
*Snow Leopard [http://en.wikipedia.org/wiki/Snow_Leopard]&lt;br /&gt;
*Emperor Penguin [http://en.wikipedia.org/wiki/Emperor_Penguin]&lt;br /&gt;
*Reindeer [http://en.wikipedia.org/wiki/Reindeer]&lt;br /&gt;
*Arctic Fox [http://en.wikipedia.org/wiki/Arctic_Fox]&lt;br /&gt;
*Arctic Hare [http://en.wikipedia.org/wiki/Arctic_Hare]&lt;br /&gt;
&lt;br /&gt;
roughly half have graphics, and those that do all have both adult and child pics, with most also having skeletal and some having zombie&lt;br /&gt;
&lt;br /&gt;
[[Image:Zoo_mod_all.PNG]]&lt;br /&gt;
&lt;br /&gt;
also in it:&lt;br /&gt;
&lt;br /&gt;
*cave bee vermin&lt;br /&gt;
*cave beehive &amp;quot;plant&amp;quot; - brewed into dwarven mead, extracted(barrel) into dwarven honey&lt;br /&gt;
&lt;br /&gt;
which should probably be moved over to botany mod at some point&lt;br /&gt;
&lt;br /&gt;
==What might go in zm4?==&lt;br /&gt;
*Wombat&lt;br /&gt;
*Kiwi&lt;br /&gt;
*Gila Monster&lt;br /&gt;
*Bushmaster&lt;br /&gt;
*King Cobra&lt;br /&gt;
*Black Mamba&lt;br /&gt;
*Diamondback Rattlesnake&lt;br /&gt;
*Green Anaconda&lt;br /&gt;
*Burmese Python&lt;br /&gt;
*Reticulated Python&lt;br /&gt;
*Desert Tortoise&lt;br /&gt;
*Alligator Snapping Turtle&lt;br /&gt;
*Manatee&lt;br /&gt;
*Dolphin&lt;br /&gt;
*Porpoise&lt;br /&gt;
*Killer Whale&lt;br /&gt;
*Elephant Seal&lt;br /&gt;
*Leopard Seal&lt;br /&gt;
*Harbor Seal&lt;br /&gt;
*Fur Seal&lt;br /&gt;
*Sea Lion&lt;br /&gt;
*Leatherback Turtle&lt;br /&gt;
*Green Sea Turtle&lt;br /&gt;
*Goliath Frog&lt;br /&gt;
*Bullfrog&lt;br /&gt;
*Hellbender&lt;br /&gt;
*Asian Giant Salamander&lt;br /&gt;
*Pacific Giant Salamander&lt;br /&gt;
*Greater Siren&lt;br /&gt;
*Spider Crab&lt;br /&gt;
*Red King Crab&lt;br /&gt;
*Blue King Crab&lt;br /&gt;
*Coconut Crab&lt;br /&gt;
*Red Crab&lt;br /&gt;
*American Lobster&lt;br /&gt;
*European Lobster&lt;br /&gt;
*Aldabra Giant Tortoise&lt;br /&gt;
*Galápagos Giant Tortoise&lt;br /&gt;
*Emu&lt;br /&gt;
*Rhea&lt;br /&gt;
*Somali Ostrich&lt;br /&gt;
*Saiga&lt;br /&gt;
*Nilgai&lt;br /&gt;
*Sambar&lt;br /&gt;
*Sloth Bear&lt;br /&gt;
*Takin&lt;br /&gt;
*Anoa&lt;br /&gt;
*Banteng&lt;br /&gt;
*Zebu&lt;br /&gt;
*Dall Sheep&lt;br /&gt;
*Gerenuk&lt;br /&gt;
*Dik-Dik&lt;br /&gt;
*Pink River Dolphin&lt;br /&gt;
*Amazonian Manatee&lt;br /&gt;
*Dugong&lt;br /&gt;
*Steller's Sea Cow&lt;br /&gt;
*Cuvieronius&lt;br /&gt;
*Narwhal&lt;br /&gt;
*Arctic Wolf&lt;br /&gt;
*Pelican&lt;br /&gt;
*Perentie&lt;br /&gt;
*Water Monitor&lt;br /&gt;
*Crocodile Monitor&lt;br /&gt;
*Lace Monitor&lt;br /&gt;
*Thylacine&lt;br /&gt;
*Bongo&lt;br /&gt;
*Giant Forest Hog&lt;br /&gt;
*Hartebeest&lt;br /&gt;
*Nyala&lt;br /&gt;
*Quagga&lt;br /&gt;
*Eland&lt;br /&gt;
*Pygmy Hippopotamus&lt;br /&gt;
*Beluga Sturgeon&lt;br /&gt;
*Nutria&lt;br /&gt;
*Ocelot&lt;br /&gt;
*Civet&lt;br /&gt;
*Jaguarundi&lt;br /&gt;
*Serval&lt;br /&gt;
*Asian Golden Cat&lt;br /&gt;
*Aardwolf&lt;br /&gt;
*Kermode Bear&lt;br /&gt;
*Sun Bear&lt;br /&gt;
*Spectacled Bear&lt;br /&gt;
*Red Panda&lt;br /&gt;
*Coati&lt;br /&gt;
*Bush Dog&lt;br /&gt;
*Gray Fox&lt;br /&gt;
*Singing Dog&lt;br /&gt;
*Topi&lt;br /&gt;
*Springbok&lt;br /&gt;
*Water Chevrotain&lt;br /&gt;
*Red Deer&lt;br /&gt;
*Hirola&lt;br /&gt;
*Kob&lt;br /&gt;
*Puku&lt;br /&gt;
*Lechwe&lt;br /&gt;
*Waterbuck&lt;br /&gt;
*Blackbuck&lt;br /&gt;
*Barbary Sheep&lt;br /&gt;
*Ibex&lt;br /&gt;
*Tur&lt;br /&gt;
*Serow&lt;br /&gt;
*Goral&lt;br /&gt;
*Argali&lt;br /&gt;
*Mouflon&lt;br /&gt;
*Urial&lt;br /&gt;
*Bharal&lt;br /&gt;
*Chamois&lt;br /&gt;
*Giant Catfish&lt;br /&gt;
*Arapaima&lt;br /&gt;
*Sailfish&lt;br /&gt;
*White Sturgeon&lt;br /&gt;
*Red Junglefowl&lt;br /&gt;
*Guineafowl&lt;br /&gt;
*Malleefowl&lt;br /&gt;
*Brush-Turkey&lt;br /&gt;
*Loon&lt;br /&gt;
*Albatross&lt;br /&gt;
*Condor&lt;br /&gt;
*Blue-Footed Booby&lt;br /&gt;
*Gannet&lt;br /&gt;
*Cormorant&lt;br /&gt;
*Stork&lt;br /&gt;
*Egret&lt;br /&gt;
*Ibis&lt;br /&gt;
*Black Vulture&lt;br /&gt;
*Golden Eagle&lt;br /&gt;
*Griffon Vulture&lt;br /&gt;
*Steller's Sea Eagle&lt;br /&gt;
*Bald Eagle&lt;br /&gt;
*Crane&lt;br /&gt;
*Bustard&lt;br /&gt;
*Great Black-Backed Gull&lt;br /&gt;
*Puffin&lt;br /&gt;
*Eagle Owl&lt;br /&gt;
*Great Horned Owl&lt;br /&gt;
*Markhor&lt;br /&gt;
*Geleda&lt;br /&gt;
*Guanaco&lt;br /&gt;
*Vicuna&lt;br /&gt;
*Onager&lt;br /&gt;
*Spoonbill&lt;br /&gt;
*Crab-Eating Macaque&lt;br /&gt;
*Haast's Eagle&lt;br /&gt;
*Moa&lt;br /&gt;
*Woolly Rhinoceros&lt;br /&gt;
*Irish Elk&lt;br /&gt;
*Cave Lion (Chasm)&lt;br /&gt;
*Cave Bear (Chasm)&lt;br /&gt;
*Cave Hyena (Chasm)&lt;br /&gt;
&lt;br /&gt;
*Giant Mantis&lt;br /&gt;
*Giant Fiddler Crab&lt;br /&gt;
*Giant Cougar&lt;br /&gt;
*Giant Hoary Marmot&lt;br /&gt;
*Giant Tarantula&lt;br /&gt;
*Giant Rattlesnake&lt;br /&gt;
*Giant White Tiger&lt;br /&gt;
*Giant Centipede&lt;br /&gt;
*Giant Wolf&lt;br /&gt;
&lt;br /&gt;
==What do you suggest for zm4?==&lt;br /&gt;
*&lt;br /&gt;
*   More &amp;quot;Man&amp;quot; creatures, alligator men, shark men, etc.  --[[User:Thehunterunseen|Thehunterunseen]] 01:51, 4 November 2007 (EDT)&lt;br /&gt;
*   The people demand more platypi.  -[[User:EarthquakeDamage|EarthquakeDamage]] 03:55, 4 November 2007 (EST)&lt;br /&gt;
*   Gnolls.  As a new type of thief.--[[User:Neatoburrito|Neatoburrito]] 16:39, 15 November 2007 (EST)&lt;br /&gt;
*   More Rare Mythical creatures... Jackalopes, Wolpertingers etc. --[[User:Tuv|Tuv]] 17:21, 1 December 2007 (EST)&lt;br /&gt;
* Hamster &amp;amp; chinchilla. -- [[User:Zaratustra|Zaratustra]] 14:16, 11 February 2008 (EST)&lt;br /&gt;
* I would very much like to encounter a sabre-toothed lime, but I doubt that'll be happening. --[[User:Savok|Savok]] 09:40, 14 March 2008 (EDT)&lt;br /&gt;
* Get the king crabs in. You absolutely have to. --[[User:Penguinofhonor|Penguinofhonor]] 12:00, 29 March 2008 (EDT)&lt;br /&gt;
* actual lizards and snakes(like king snake, alligator lizard) instead of seeing just &amp;quot;snake&amp;quot; and &amp;quot;lizard&amp;quot; --[[User:0todd0|0todd0]] 01:13, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Botany Mod '''2'''=&lt;br /&gt;
[http://chariot.nickersonm.com/dwfortress/matgloss_botany_mod.txt Botany Mod 2 Download]&lt;br /&gt;
&lt;br /&gt;
The list below uses the legend:&lt;br /&gt;
&lt;br /&gt;
a) [[Farmer's workshop]]&lt;br /&gt;
 &lt;br /&gt;
* P - Process&lt;br /&gt;
* b - Process to [[Bag]]&lt;br /&gt;
* B - Process to [[Barrel]]&lt;br /&gt;
* V - Process to [[Vial]]&lt;br /&gt;
&lt;br /&gt;
b) [[Mill]] or [[Quern]]&lt;br /&gt;
&lt;br /&gt;
* M - Milling  (requires a bag)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Cave Crops'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop Name &lt;br /&gt;
| '''Growing'''&amp;lt;br&amp;gt;'''Seasons''' || '''Habitat''' || '''Plant'''&amp;lt;br&amp;gt;'''Value''' || '''Brewable''' || '''Brew'''&amp;lt;br&amp;gt;'''Value*''' || '''Cookable'''** || '''Edible'''&amp;lt;br&amp;gt;'''Raw''' || '''Extracts''' || '''Extract'''&amp;lt;br&amp;gt;'''Value'''&lt;br /&gt;
|-&lt;br /&gt;
! Cave Grapes&lt;br /&gt;
| All || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || Dwarven white wine || 10 || Yes, if Processed || Yes || Dwarven vinegar (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Cave Oats&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || Dwarven whiskey || 10 || Yes, if Milled || No || Dwarven oat flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Cave Lettuce&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || No || || Yes, if Processed || No || 5 Lettuce leaves (b) || 12?&lt;br /&gt;
|-&lt;br /&gt;
! Cave Carrot&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || Dwarven carrot juice || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Cave Cucumber&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || Dwarven pickle juice || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Cave Coffee Bush&lt;br /&gt;
| All || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 3 || Dwarven Coffee || 15 || No || No || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Cave Mustard&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 3 || No || || if Processed || No || Dwarven mustard (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Cave Artichoke&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || Dwarven tea || 15 || Yes || No || None ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Tree Fruit'''&amp;lt;br&amp;gt;(not growable, but collected from the ground)&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop Name &lt;br /&gt;
| '''Growing'''&amp;lt;br&amp;gt;'''Seasons''' || '''Habitat''' || '''Plant'''&amp;lt;br&amp;gt;'''Value''' || '''Brewable''' || '''Brew'''&amp;lt;br&amp;gt;'''Value*''' || '''Cookable'''** || '''Edible'''&amp;lt;br&amp;gt;'''Raw''' || '''Extracts''' || '''Extract'''&amp;lt;br&amp;gt;'''Value'''&lt;br /&gt;
|-&lt;br /&gt;
! Crab Apple***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Forest (Wet)(Dry)&amp;lt;/font&amp;gt; || 2 || Apple cider || 10 || Yes, if Processed || Yes || Applesauce (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Peach***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Forest (Wet)(Dry)&amp;lt;/font&amp;gt; || 2 || Peach schnapps || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Plum***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Forest (Wet)(Dry)&amp;lt;/font&amp;gt; || 2 || Plum brandy || 10 || Yes, if Processed || Yes || Plum jelly (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Banana***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (wet)(Dry)&amp;lt;/font&amp;gt; || 3 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Coconut***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Broadleaf (Wet)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Tropical Saltwater Wetlands (Wet)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Tropical Saltwater Inland (Wet)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Tropical Ocean (Wet)&amp;lt;/font&amp;gt; || 2 || Coconut Arrack || 15 || Yes, if Processed || Yes || Coconut oil (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Dates***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Sand Desert (Dry)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Tropical Freshwater Inland (Dry)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Tropical Brackishwater Inland (Dry)&amp;lt;/font&amp;gt; || 2 || Date liqueur || 10 || Yes, if Milled or Processed || Yes || Date molasses (B), Date sugar (M) || 20, 20&lt;br /&gt;
|-&lt;br /&gt;
! Mulberry***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Forest (Wet)(Dry)&amp;lt;/font&amp;gt; || 2 || Mulberry wine || 10 || Yes, if Processed || Yes || Mulberry jam (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Pear***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Forest (Wet)&amp;lt;/font&amp;gt; || 2 || Perry || 10 || Yes, if Processed || Yes || Pear jelly (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Apricot***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Forest (Dry)&amp;lt;/font&amp;gt; || 2 || Apricot schnapps || 10 || Yes, if Processed || Yes || Apricot jelly (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Cherry***&lt;br /&gt;
| All || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Forest (Wet)(Dry)&amp;lt;/font&amp;gt; || 2 || Cherry brandy || 10 || Yes, if Processed || Yes || Cherry jelly (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Tamarillo***&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Wet)(Dry)&amp;lt;/font&amp;gt; || 2 || No || || Yes || Yes || None ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Grain Crops'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop Name &lt;br /&gt;
| '''Growing'''&amp;lt;br&amp;gt;'''Seasons''' || '''Habitat''' || '''Plant'''&amp;lt;br&amp;gt;'''Value''' || '''Brewable''' || '''Brew'''&amp;lt;br&amp;gt;'''Value*''' || '''Cookable'''** || '''Edible'''&amp;lt;br&amp;gt;'''Raw''' || '''Extracts''' || '''Extract'''&amp;lt;br&amp;gt;'''Value'''&lt;br /&gt;
|-&lt;br /&gt;
! Amaranth&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 3 || No || || Yes, if Milled or Processed || No || Amaranth oil (B), Amaranth flour (M) || 20, 20&lt;br /&gt;
|-&lt;br /&gt;
! Quinoa&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 3 || No || || Yes, if Milled || No || Quinoa flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Buckwheat&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || Buckwheat beer || 10 || Yes, if Milled || No || Buckwheat flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Fonio&lt;br /&gt;
| All || Not Freezing (Dry) || 2 || No || || Yes, if Milled || No || Fonio flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Millet&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Dry) || 2 || Ontaku || 10 || Yes, if Milled || No || Millet flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Sorghum&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || Kaoliang || 10 || Yes, if Milled or Processed || No || Sorghum syrup (B), Sorghum flour (M) || 20, 20&lt;br /&gt;
|-&lt;br /&gt;
! Spelt&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || Spelt gin || 10 || Yes, if Milled || No || Spelt flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Teff&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Milled || No || Teff flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Flax(Linen)&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 3 || No || || yes, if Milled or Processed (B) || No || Flaxseed oil (B), Ground flaxseed (M), Flax thread (P) || 20, 20, ?&lt;br /&gt;
|-&lt;br /&gt;
! Tumbleweed&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/font&amp;gt; || 1 || Stumble grog || 5 || No || No || None ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Vegetable Crops'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop Name &lt;br /&gt;
| '''Growing'''&amp;lt;br&amp;gt;'''Seasons''' || '''Habitat''' || '''Plant'''&amp;lt;br&amp;gt;'''Value''' || '''Brewable''' || '''Brew'''&amp;lt;br&amp;gt;'''Value*''' || '''Cookable'''** || '''Edible'''&amp;lt;br&amp;gt;'''Raw''' || '''Extracts''' || '''Extract'''&amp;lt;br&amp;gt;'''Value'''&lt;br /&gt;
|-&lt;br /&gt;
! Truffle***&lt;br /&gt;
| All || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate (Wet)(Dry)&amp;lt;/font&amp;gt; || 3 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Sunflower&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Dry) || 3 || No || || Yes, if Processed || Yes || Margarine (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Garlic***&lt;br /&gt;
| All || Not Freezing (Wet) || 4 || No || || if Milled || No || Garlic spice (M), Vampire ward (V) || 20, 100&lt;br /&gt;
|-&lt;br /&gt;
! Onion&lt;br /&gt;
| &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 3 || No || || Yes, if Milled || No || Onion spice (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Ginger&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet) || 3 || Ginger beer || 15 || if Milled || No || Ginger spice (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Peanut&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Processed || Yes || Peanut butter (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Peppercorn&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 3 || No || || if Milled || No || Black pepper (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Yam&lt;br /&gt;
| &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet) || 2 || No || || Yes, if Milled || No || Yam starch (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Jute(Burlap)&lt;br /&gt;
| All || Not Freezing (Wet)(Dry) || 2 || No || || No || No || Jute thread (P) || ?&lt;br /&gt;
|-&lt;br /&gt;
! Ramie&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || No || No || Ramie thread (P) || ?&lt;br /&gt;
|-&lt;br /&gt;
! Sweet Potato&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Milled || Yes || Sweet potato starch (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Cassava&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 3 || No || || Yes, if Milled || Yes || Tapioca flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Radish&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Beet&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 3 || No || || Yes, if Processed || Yes || Beet juice (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Turnip&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Leek&lt;br /&gt;
| &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet) || 3 || No || || Yes, if Milled || Yes || Leek spice (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Parsnip&lt;br /&gt;
| All || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Milled || Yes || Parsnip starch (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Rutabaga&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Cooked || No || Rutabaga starch (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Cabbage&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Processed || No || 5 Cabbage leaves (b) || 12?&lt;br /&gt;
|-&lt;br /&gt;
! Okra&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Processed || No || Okra oil (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Celery&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Broccoli&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;/font&amp;gt; || 3 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Cauliflower&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet) || 3 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Rhubarb&lt;br /&gt;
| All || Not Freezing (Wet)(Dry) || 3 || Rhubarb wine || 10 || Yes, if Processed || No || Rhubarb sauce (B) || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Fruit Crops'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop Name &lt;br /&gt;
| '''Growing'''&amp;lt;br&amp;gt;'''Seasons''' || '''Habitat''' || '''Plant'''&amp;lt;br&amp;gt;'''Value''' || '''Brewable''' || '''Brew'''&amp;lt;br&amp;gt;'''Value*''' || '''Cookable'''** || '''Edible'''&amp;lt;br&amp;gt;'''Raw''' || '''Extracts''' || '''Extract'''&amp;lt;br&amp;gt;'''Value'''&lt;br /&gt;
|-&lt;br /&gt;
! Wild Grapes&lt;br /&gt;
| All || Not Freezing (Wet)(Dry) || 2 || Red wine || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Watermelon&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet) || 2 || Watermelon brandy || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Raspberry&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || Raspberry wine || 10 || Yes, if Processed || Yes || Raspberry jam (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Blackberry&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || Blackberry wine || 10 || Yes, if Processed || Yes || Blackberry jam (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Blueberry&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Processed || Yes || Blueberry jam (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Eggplant&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Cantaloupe&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet) || 2 || Cantaloupe wine || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Pineapple&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical (Wet)(Dry)&amp;lt;/font&amp;gt; || 3 || Pineapple wine || 15 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Passion Fruit&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical (Wet)&amp;lt;/font&amp;gt; || 4 || Passion fruit juice || 15 || Yes || Yes || Love potion (V) || 50&lt;br /&gt;
|-&lt;br /&gt;
! Cranberry&lt;br /&gt;
| &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet) || 2 || Cranberry schnapps || 10 || Yes, if Processed || Yes || Cranberry sauce (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Chickpea&lt;br /&gt;
| All || Not Freezing (Wet) || 2 || Chickpea sake || 10 || Yes, if Milled || No || Chickpea flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Lingonberry&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Forest (Wet)&amp;lt;/font&amp;gt; || 3 || Lillehammer liqueur || 15 || Yes, if Processed || Yes || Lingonberry jam (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Redcurrant&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || Redcurrant cordial || 10 || Yes, if Processed || Yes || Redcurrant jam (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Blackcurrant&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || Blackcurrant cordial || 10 || Yes, if Processed || Yes || Blackcurrant jam (B) || 10&lt;br /&gt;
|-&lt;br /&gt;
! Kiwifruit&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Wet)&amp;lt;/font&amp;gt; || 4 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Wolfberry&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 3 || Wolfberry wine || 15 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Dragonfruit&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/font&amp;gt; || 4 || Dragonfruit wine || 15 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Zucchini&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate (Wet)(Dry)&amp;lt;/font&amp;gt; || 2 || No || || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! Squash&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sum&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Fall&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes, if Processed || Yes || Squash oil (B) || 20&lt;br /&gt;
|-&lt;br /&gt;
! Pea&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Spr&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Wnt&amp;lt;/font&amp;gt; || Not Freezing (Wet)(Dry) || 2 || No || || Yes || Yes || None ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The Brewed value of a single plant, which is the value of five Drinks. For comparison with Extracts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Anything that can be cooked is edible afterwards.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These plants can not be grown on a farm plot.&lt;br /&gt;
&lt;br /&gt;
=Angler Mod=&lt;br /&gt;
&lt;br /&gt;
[http://chariot.nickersonm.com/dwfortress/creature_angler_mod.txt Angler Mod Download]&lt;br /&gt;
&lt;br /&gt;
What it adds:&lt;br /&gt;
&lt;br /&gt;
*Largemouth Bass&lt;br /&gt;
*Smallmouth Bass&lt;br /&gt;
*Black Sea Bass&lt;br /&gt;
*Striped Bass&lt;br /&gt;
*Crappie&lt;br /&gt;
*Walleye&lt;br /&gt;
*Bluegill&lt;br /&gt;
*Catfish&lt;br /&gt;
*Roach&lt;br /&gt;
*Bream&lt;br /&gt;
*Red Bellied Piranha&lt;br /&gt;
*Black Piranha&lt;br /&gt;
*Scup&lt;br /&gt;
&lt;br /&gt;
=Civilizations Graphics Set=&lt;br /&gt;
&lt;br /&gt;
[http://chariot.nickersonm.com/dwfortress/civ_graphics.zip Civ Graphics Download]&lt;br /&gt;
&lt;br /&gt;
What it adds:&lt;br /&gt;
&lt;br /&gt;
*Full [http://chariot.nickersonm.com/dwfortress/dwarf_civ.PNG Dwarf] Graphics(much by DR, some by veryinky, some by me)&lt;br /&gt;
*Full [http://chariot.nickersonm.com/dwfortress/human_civ.PNG Human] Graphics(some by DR, much by veryinky, some by me)&lt;br /&gt;
*Full [http://chariot.nickersonm.com/dwfortress/goblin_civ.PNG Goblin] Graphics(some by DR, much by veryinky, some by me)&lt;br /&gt;
*Full [http://chariot.nickersonm.com/dwfortress/elf_civ.PNG Elf] Graphics(some by DR, much by me)&lt;br /&gt;
*Full [http://chariot.nickersonm.com/dwfortress/kobold_civ.PNG Kobold] Graphics(some by DR, much by me)&lt;br /&gt;
*Full [http://chariot.nickersonm.com/dwfortress/red_antman_civ.PNG Red Antman] Graphics(base tile by DR, all the rest by me)&lt;br /&gt;
*Full [http://chariot.nickersonm.com/dwfortress/elephant_civ.PNG Cave Elephant] Graphics(all by me)&lt;br /&gt;
&lt;br /&gt;
What it DOESN'T add:&lt;br /&gt;
&lt;br /&gt;
*any mods that would allow you to use the extra graphics, such as the cave elephants or elf job tiles. You have to do that yourself.&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21032</id>
		<title>User talk:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21032"/>
		<updated>2008-06-08T05:09:44Z</updated>

		<summary type="html">&lt;p&gt;0todd0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd love to see some more milkable creatures --[[User:Tracker|Tracker]] 14:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I wasn't sure you saw my comment at [[:Image:DF Terraform.PNG]], but I wanted you to know it's top-notch. Thanks for making it. --[[User:Turgid Bolk|Turgid Bolk]] 00:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wow.  That thing ''is'' pretty damn good.  I wish I'd had an explanation like that during those first few days of the release...  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:54, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So do we have to crop the graphics to implement them? Or am I just being stupid? [[User:Makuus|Makuus]] 15:48, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
'''Botany mod:'''&lt;br /&gt;
&lt;br /&gt;
I'd love to see more millable items, and maybe a craftable food item? I'm thinking of pig tails --&amp;gt; thread --&amp;gt; plant fiber crafts. Perhaps wreaths, incense, perfume? --[[User:DDouble|DDouble]] 02:18, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What i want to see is corn.(Process to bag would make popcorn, lol) --[[User:0todd0|0todd0]] 01:09, 8 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:List_of_mods&amp;diff=35050</id>
		<title>40d Talk:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:List_of_mods&amp;diff=35050"/>
		<updated>2008-06-08T05:04:32Z</updated>

		<summary type="html">&lt;p&gt;0todd0: Magic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
edit: we need more information here about what is removed. Good mod, but more specifics would be nice. It will also help us make more informed suggestions. I chose a roman principe as my adventurer class and started with only a single pilum (a throwing weapon) and no spatha/gladius. Maybe change the description or name of the principe.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
someone should try to make a magic mod --[[User:0todd0|0todd0]] 01:04, 8 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42315</id>
		<title>User:0todd0</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42315"/>
		<updated>2008-06-05T00:54:00Z</updated>

		<summary type="html">&lt;p&gt;0todd0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My design ideas:&lt;br /&gt;
&lt;br /&gt;
Great Moat Defense&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Floor X&lt;br /&gt;
&lt;br /&gt;
.................&lt;br /&gt;
.^^^^^^^^^^^^^^^.&lt;br /&gt;
.^▒▒▒▒▒▒▒▒▒▒▒▒▒^.&lt;br /&gt;
.^▒≈≈≈≈≈≈≈≈≈≈≈▒^.&lt;br /&gt;
.^▒≈&amp;gt;.▒▒▒▒▒..≈▒^.&lt;br /&gt;
.^▒≈..▒.X.▒..≈▒^.&lt;br /&gt;
.^▒≈..▒...▒..≈▒≈≈&lt;br /&gt;
.^▒≈..▒▒╫▒▒..≈▒^.&lt;br /&gt;
.^▒≈......ò..≈▒^.&lt;br /&gt;
.^▒≈≈≈≈≈╥≈≈≈≈≈▒^.&lt;br /&gt;
.^▒▒▒▒▒▒╨▒▒▒▒▒▒^.&lt;br /&gt;
.^^^^^^^^^^^^^^^.&lt;br /&gt;
.................&lt;br /&gt;
&lt;br /&gt;
Floor X+1&lt;br /&gt;
&lt;br /&gt;
     ╬╬╬╬╬&lt;br /&gt;
     ╬.&amp;lt;.╬&lt;br /&gt;
     ╬...╬&lt;br /&gt;
     ╬╬╬╬╬&lt;br /&gt;
&lt;br /&gt;
Floor X-1&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒██&lt;br /&gt;
▒≈≈≈≈≈≈≈≈≈≈≈▒██&lt;br /&gt;
▒≈&amp;lt;▒▒▒▒▒▒▒▒≈▒██&lt;br /&gt;
▒≈▒▒█▒▒▒██▒≈▒▒▒&lt;br /&gt;
▒≈▒██▒X▒██▒≈#≈≈&lt;br /&gt;
▒≈▒██▒▒▒██▒≈▒▒▒&lt;br /&gt;
▒≈▒▒▒▒▒▒▒▒▒≈▒██&lt;br /&gt;
▒≈≈≈≈≈≈≈≈≈≈≈▒██&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒██  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
# is a grate.&lt;br /&gt;
The stairway in the channel is an escape route for maps that freeze and to install the grate&lt;br /&gt;
&lt;br /&gt;
Artificial Underground River&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Above Ground&lt;br /&gt;
....&amp;gt;...≈≈≈≈&lt;br /&gt;
.........≈≈≈&lt;br /&gt;
....._____≈≈&lt;br /&gt;
...........≈&lt;br /&gt;
............&lt;br /&gt;
............&lt;br /&gt;
&lt;br /&gt;
Floor -1&lt;br /&gt;
&lt;br /&gt;
███▒▒▒██████&lt;br /&gt;
▒▒▒▒X▒▒▒▒▒██&lt;br /&gt;
▒...░....▒▒█&lt;br /&gt;
▒_.░≈░....▒▒&lt;br /&gt;
▒_..░......▒&lt;br /&gt;
▒_.........▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Floor -2&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒..........▒&lt;br /&gt;
▒..___░__..▒&lt;br /&gt;
...__░≈░_..▒&lt;br /&gt;
...__░≈░░..▒&lt;br /&gt;
▒.._░░≈░_..▒&lt;br /&gt;
▒..___░__..▒&lt;br /&gt;
▒..........▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Floor -3&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒..................................▒&lt;br /&gt;
▒...≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈...▒&lt;br /&gt;
▒..≈≈≈≈≈≈≈≈≈≈≈○≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈░≈..▒&lt;br /&gt;
▒..≈≈≈........................░≈░░.▒&lt;br /&gt;
▒..≈≈≈.......................░░≈░..▒&lt;br /&gt;
▒..≈≈≈......................░░░≈░░.▒&lt;br /&gt;
▒..≈≈≈≈≈≈≈≈≈≈≈╔═╗≈≈≈≈≈≈≈≈≈≈≈≈≈≈░≈..▒&lt;br /&gt;
▒...≈≈≈≈≈≈≈≈≈≈╚═╝≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈...▒&lt;br /&gt;
▒..................................▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒...▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33262</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33262"/>
		<updated>2008-06-05T00:32:28Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* Unable to run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
 version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
 0 words loaded&lt;br /&gt;
&lt;br /&gt;
 Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
   DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
   self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
   self.getWords()&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
   kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
   return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
   raise WinError()&lt;br /&gt;
 WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn't recognize your df version ... do you have debug privileges on the dwarf fortress process? Is it the latest version?&lt;br /&gt;
[[User:Bartavelle|Bartavelle]] 08:51, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, it's the latest version. What do you mean by &amp;quot;debug privileges?&amp;quot; --[[User:0todd0|0todd0]] 23:23, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had this exact error too, until I right-clicked on dfcompanion_prototype.py and went to &amp;quot;open with&amp;quot; to find two python options, the second one worked. Have you got python previously installed and if so can you try uninstalling all versions and re-installing the latest one again? This could be a stab in the dark however... --[[User:Mrchinchin25|Mrchinchin25]] 23:48, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I recently downloaded this: what's been said so far to fix this problem isn't doing anything at all. Again, what do you mean &amp;quot;debug privileges?&amp;quot; --[[User:Pseu|Pseu]] 19:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was a moder for Elder Scrolls 4 and it required both python 2.4 and 2.5 to mod. Though t see if this would work, i uninstalled python 2.4 but it didn't, i'll try what you said Mrchinchin...  --[[User:0todd0|0todd0]] 20:32, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27961</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27961"/>
		<updated>2008-06-04T06:08:39Z</updated>

		<summary type="html">&lt;p&gt;0todd0: Captives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
: They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
: I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons,&lt;br /&gt;
5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33259</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33259"/>
		<updated>2008-06-04T03:23:45Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* Unable to run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
  DFcmp = DFcompanion()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
  self.dd = dwarfdbg()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
  self.getWords()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
  kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
  return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
  raise WinError()&lt;br /&gt;
WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn't recognize your df version ... do you have debug privileges on the dwarf fortress process? Is it the latest version?&lt;br /&gt;
[[User:Bartavelle|Bartavelle]] 08:51, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, it's the latest version. What do you mean by &amp;quot;debug privileges?&amp;quot; --[[User:0todd0|0todd0]] 23:23, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42313</id>
		<title>User:0todd0</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42313"/>
		<updated>2008-06-04T03:21:22Z</updated>

		<summary type="html">&lt;p&gt;0todd0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My design ideas:&lt;br /&gt;
&lt;br /&gt;
Great Moat Defence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Floor X&lt;br /&gt;
&lt;br /&gt;
.................&lt;br /&gt;
.^^^^^^^^^^^^^^^.&lt;br /&gt;
.^▒▒▒▒▒▒▒▒▒▒▒▒▒^.&lt;br /&gt;
.^▒≈≈≈≈≈≈≈≈≈≈≈▒^.&lt;br /&gt;
.^▒≈..▒▒▒▒▒..≈▒^.&lt;br /&gt;
.^▒≈..▒.X.▒..≈▒^.&lt;br /&gt;
.^▒≈..▒...▒..≈▒≈≈&lt;br /&gt;
.^▒≈..▒▒╫▒▒..≈▒^.&lt;br /&gt;
.^▒≈......ò..≈▒^.&lt;br /&gt;
.^▒≈≈≈≈≈╥≈≈≈≈≈▒^.&lt;br /&gt;
.^▒▒▒▒▒▒╨▒▒▒▒▒▒^.&lt;br /&gt;
.^^^^^^^^^^^^^^^.&lt;br /&gt;
.................&lt;br /&gt;
&lt;br /&gt;
Floor X+1&lt;br /&gt;
&lt;br /&gt;
     ╬╬╬╬╬&lt;br /&gt;
     ╬.&amp;lt;.╬&lt;br /&gt;
     ╬...╬&lt;br /&gt;
     ╬╬╬╬╬&lt;br /&gt;
&lt;br /&gt;
Floor X-1&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒██&lt;br /&gt;
▒≈≈≈≈≈≈≈≈≈≈≈▒██&lt;br /&gt;
▒≈▒▒▒▒▒▒▒▒▒≈▒██&lt;br /&gt;
▒≈▒███████▒≈▒▒▒&lt;br /&gt;
▒≈▒███X███▒≈#≈≈&lt;br /&gt;
▒≈▒███████▒≈▒▒▒&lt;br /&gt;
▒≈▒▒▒▒▒▒▒▒▒≈▒██&lt;br /&gt;
▒≈≈≈≈≈≈≈≈≈≈≈▒██&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒██  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just so you know # is a grate.&lt;br /&gt;
&lt;br /&gt;
Artificial Underground River&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Above Ground&lt;br /&gt;
....&amp;gt;...≈≈≈≈&lt;br /&gt;
.........≈≈≈&lt;br /&gt;
....._____≈≈&lt;br /&gt;
...........≈&lt;br /&gt;
............&lt;br /&gt;
............&lt;br /&gt;
&lt;br /&gt;
Floor -1&lt;br /&gt;
&lt;br /&gt;
███▒▒▒██████&lt;br /&gt;
▒▒▒▒X▒▒▒▒▒██&lt;br /&gt;
▒...░....▒▒█&lt;br /&gt;
▒_.░≈░....▒▒&lt;br /&gt;
▒_..░......▒&lt;br /&gt;
▒_.........▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Floor -2&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒..........▒&lt;br /&gt;
▒..___░__..▒&lt;br /&gt;
...__░≈░_..▒&lt;br /&gt;
...__░≈░░..▒&lt;br /&gt;
▒.._░░≈░_..▒&lt;br /&gt;
▒..___░__..▒&lt;br /&gt;
▒..........▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Floor -3&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒..................................▒&lt;br /&gt;
▒...≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈...▒&lt;br /&gt;
▒..≈≈≈≈≈≈≈≈≈≈≈○≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈░≈..▒&lt;br /&gt;
▒..≈≈≈........................░≈░░.▒&lt;br /&gt;
▒..≈≈≈.......................░░≈░..▒&lt;br /&gt;
▒..≈≈≈......................░░░≈░░.▒&lt;br /&gt;
▒..≈≈≈≈≈≈≈≈≈≈≈╔═╗≈≈≈≈≈≈≈≈≈≈≈≈≈≈░≈..▒&lt;br /&gt;
▒...≈≈≈≈≈≈≈≈≈≈╚═╝≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈...▒&lt;br /&gt;
▒..................................▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒...▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42312</id>
		<title>User:0todd0</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42312"/>
		<updated>2008-06-04T02:41:36Z</updated>

		<summary type="html">&lt;p&gt;0todd0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My design ideas:&lt;br /&gt;
&lt;br /&gt;
Great Moat Defence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Floor X&lt;br /&gt;
&lt;br /&gt;
.................&lt;br /&gt;
.^^^^^^^^^^^^^^^.&lt;br /&gt;
.^▒▒▒▒▒▒▒▒▒▒▒▒▒^.&lt;br /&gt;
.^▒≈≈≈≈≈≈≈≈≈≈≈▒^.&lt;br /&gt;
.^▒≈..▒▒▒▒▒..≈▒^.&lt;br /&gt;
.^▒≈..▒.X.▒..≈▒^.&lt;br /&gt;
.^▒≈..▒...▒..≈▒≈≈&lt;br /&gt;
.^▒≈..▒▒╫▒▒..≈▒^.&lt;br /&gt;
.^▒≈......ò..≈▒^.&lt;br /&gt;
.^▒≈≈≈≈≈╥≈≈≈≈≈▒^.&lt;br /&gt;
.^▒▒▒▒▒▒╨▒▒▒▒▒▒^.&lt;br /&gt;
.^^^^^^^^^^^^^^^.&lt;br /&gt;
.................&lt;br /&gt;
&lt;br /&gt;
Floor X+1&lt;br /&gt;
&lt;br /&gt;
     ╬╬╬╬╬&lt;br /&gt;
     ╬.&amp;lt;.╬&lt;br /&gt;
     ╬...╬&lt;br /&gt;
     ╬╬╬╬╬&lt;br /&gt;
&lt;br /&gt;
Floor X-1&lt;br /&gt;
&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒██&lt;br /&gt;
▒≈≈≈≈≈≈≈≈≈≈≈▒██&lt;br /&gt;
▒≈▒▒▒▒▒▒▒▒▒≈▒██&lt;br /&gt;
▒≈▒███████▒≈▒▒▒&lt;br /&gt;
▒≈▒███X███▒≈#≈≈&lt;br /&gt;
▒≈▒███████▒≈▒▒▒&lt;br /&gt;
▒≈▒▒▒▒▒▒▒▒▒≈▒██&lt;br /&gt;
▒≈≈≈≈≈≈≈≈≈≈≈▒██&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒██  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just so you know # is a grate,&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42311</id>
		<title>User:0todd0</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42311"/>
		<updated>2008-06-04T02:00:15Z</updated>

		<summary type="html">&lt;p&gt;0todd0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My design ideas:&lt;br /&gt;
&lt;br /&gt;
      Spiral Stairs&lt;br /&gt;
      Floor X&lt;br /&gt;
      +++++&lt;br /&gt;
      +++++&lt;br /&gt;
      ++&amp;lt;++&lt;br /&gt;
      +++++&lt;br /&gt;
      +++++&lt;br /&gt;
      &lt;br /&gt;
      Floor X- or +1&lt;br /&gt;
      .....&lt;br /&gt;
      .....&lt;br /&gt;
      ..&amp;gt;++&lt;br /&gt;
      ....+&lt;br /&gt;
      ..&amp;lt;++&lt;br /&gt;
      &lt;br /&gt;
       ...&lt;br /&gt;
      &lt;br /&gt;
      Floor X- or +x&lt;br /&gt;
      .....&lt;br /&gt;
      .....&lt;br /&gt;
      ++&amp;lt;..&lt;br /&gt;
      +....&lt;br /&gt;
      ++&amp;gt;..&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8271</id>
		<title>40d Talk:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8271"/>
		<updated>2008-06-04T01:57:51Z</updated>

		<summary type="html">&lt;p&gt;0todd0: Petrified wood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 'Stone is divided into a few key categories:' ==&lt;br /&gt;
The statement that stone is divided into a few key categories means the categories are arranged in such a way so that each stone is in exactly one of them. &amp;quot;Metal ores&amp;quot;, &amp;quot;gems&amp;quot; and &amp;quot;other stone&amp;quot; is one example of such a division. &amp;quot;Metal ores&amp;quot;, &amp;quot;gems&amp;quot;, and &amp;quot;economic stones&amp;quot; is an example of something that isn't. This is because everything that is a metal ore is also an economic stone. Here are two possible divisions:&lt;br /&gt;
#Economic stone&lt;br /&gt;
#Gems&lt;br /&gt;
#Other&lt;br /&gt;
&lt;br /&gt;
#Ores&lt;br /&gt;
#Gems&lt;br /&gt;
#Other&lt;br /&gt;
In one case 'other' is everything that isnt economic or a gem. In the other case other is everything that isnt an ore or a gem. Since eventually more types of stone will have special uses, and the economic stone feature may be expanded to include everything, I think the second division is better. Thoughts? [[User:VengefulDonut|VengefulDonut]] 11:03, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Old stuff==&lt;br /&gt;
=== Where did the ore and economic stones go? ===&lt;br /&gt;
I've moved the [[economic stone]] and [[ore]] categories to their own articles, as was suggested. I've reorganized this to reflect the change [[User:VengefulDonut|VengefulDonut]] 22:38, 6 November 2007 (EST)&lt;br /&gt;
:Oh! and if someone decides to make the ores redirect to the [[ore]] page instead of the [[stone]] page, keep in mind that it would be nicer of you to turn them into something like [[malachite]] instead [[User:VengefulDonut|VengefulDonut]] 22:42, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I notice that [[Economic stone]] lists economic + metal ores, my edit to the stone page&lt;br /&gt;
divides it as the stockpiles do. -- infinity&lt;br /&gt;
&lt;br /&gt;
Is there any kind of stone that isn't mineable?  If not, then I don't think that &amp;quot;Mineable Stone&amp;quot; makes sense as a section header. --[[User:Peristarkawan|Peristarkawan]] 13:36, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Good point, I think I was trying to separate that from &amp;quot;soil&amp;quot; and other things that don't leave behind anything ... I shouldn't edit so early in the morning.  --[[User:Infinity|Infinity]] 20:45, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now all we need is graphical representations! [[User:Schm0|Schm0]] 16:24, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about ICE BLOCKS? those count as stones for some purposes. --[[User:Thehunterunseen|Thehunterunseen]] 19:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't been able to get my dorfs to do anything with ice blocks yet.  Haven't managed them to go down (or up) the stairs into the frozen river I had anyway, so... (I was explicitly trying NOT to mine out the side of it)--[[User:Draco18s|Draco18s]] 00:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shouldn't raw adamantine be under metal ore as opposed to &amp;quot;other stone&amp;quot;? --[[User:RedKing|RedKing]] 00:43, 2 November 2007 (EDT)&lt;br /&gt;
:It's probably due to where it's grouped in the raws. --[[User:Alfador|Alfador]] 14:40, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why are we listing [[platinum nuggets]] instead of [[native platinum]], when talking about it in it's unmined state? --[[User:Trukkle|Trukkle]] 10:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am thinking about implementing a more detailed table style for this area. The existing tables are nice, but there should be much more information on this page. Perhaps something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Tile !! Type !! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Olivine || sytle=&amp;quot;padding:0&amp;quot; | [[Image:olivine_raw.gif]][[Image:olivine_stone.gif]] || Generic || Stoneworking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Schm0|Schm0]] 15:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I really like that, Schm0 --[[User:Tracker|Tracker]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
::I agree it looks good, but can it be accomplished without using gifs? we have a raw tile template so we could do something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Name &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tiles &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Uses&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Olivine &lt;br /&gt;
| {{Raw Tile|%|#0B0|#000}} {{Raw Tile|•|#0B0|#000}} {{Raw Tile|╬|#0B0|#000}}{{Raw Tile|║|#0B0|#000}}{{Raw Tile|═|#0B0|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Microcline&lt;br /&gt;
| {{Raw Tile|%|#66B|#000}} {{Raw Tile|•|#66B|#000}} {{Raw Tile|╬|#66B|#000}}{{Raw Tile|║|#66B|#000}}{{Raw Tile|═|#66B|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Native Platinum (Raw) | Platinum Nuggets (Mined)&lt;br /&gt;
| {{Raw Tile|*|#FFF|#000}} {{Raw Tile|•|#FFF|#000}} {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|║|#FFF|#000}}{{Raw Tile|═|#FFF|#000}}&lt;br /&gt;
| Metal Ore &lt;br /&gt;
| Stoneworking, Smelting&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Matryx|Matryx]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone, with correct formatting, add this to the bottom of the page. http://idisk.mac.com/fire_drake-Public/DF_StoneOre_Table.htm  -penguin&lt;br /&gt;
: I'd try, but what does the 'V' or 'C' mean in the table? --[[User:Valdemar|Valdemar]] 10:06, 4 November 2007 (EST)&lt;br /&gt;
:: &amp;quot;vein&amp;quot; and &amp;quot;cluster&amp;quot; [[User:VengefulDonut|VengefulDonut]] 17:29, 4 November 2007 (EST)&lt;br /&gt;
: Okay, I've added something like it with some of my own formatting through a program, but it will still need a lot of cleanup. --[[User:Valdemar|Valdemar]] 17:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Individual pages ===&lt;br /&gt;
&lt;br /&gt;
I'm of the opinion that [[ore]]s and [[economic stone]]s should probably get their own page, but the rest can just redirect here. There just isn't much to say about [[cryolite]] or [[jet]]. They're rocks, they have about such-and-such a value, the end. How about it? --[[User:Turgid Bolk|Turgid Bolk]] 20:59, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the pages about the all the stones in the 'other stone' category should be deleted, any information about them can just be included in the table on this page. All the info from the raws is now summed up in the table.  --[[User:Valdemar|Valdemar]] 21:06, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Instead of deleting, let's redirect to this page. Just replace them with &amp;lt;nowiki&amp;gt;#REDIRECT [[Stone]]. (The #R button above the edit box helps with this.)&amp;lt;/nowiki&amp;gt; --[[User:Turgid Bolk|Turgid Bolk]] 22:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On different note, I think that Ores should be on a separate page to Stone. I don't consider 'Ore' to be stone, although I agree there is little difference in the way that stones and ore operate in the game. One alternative; add information about metal ores to the [[metal]]s page, which doesn't exist at the moment, ores could more usefully redirect there. I was trying to find out what metals tetrahedtrite produced by starting on the metal page, but found no reference. I was then confused to find myself redirect from ores to stones. --[[User:Markavian|Markavian]] 21:09, 6 November 2007 (EST)&lt;br /&gt;
:'''An ore''': ''A mineral or an aggregate of minerals from which a valuable constituent, especially a metal, can be profitably mined or extracted.'' [http://www.answers.com/ore Answers.com/ore]&lt;br /&gt;
:Perhaps you would have found the [[tetrahedrite]] page helpful. (look at the beautiful template) [[User:VengefulDonut|VengefulDonut]] 21:18, 6 November 2007 (EST)&lt;br /&gt;
::Unfortunately, not all of the ores have beautiful templated pages like that just yet. You can help [[User:VengefulDonut|VengefulDonut]] 21:21, 6 November 2007 (EST)&lt;br /&gt;
:I did see the tetrahedrite page eventually, it was very plush. I look forward to the other ores exhibiting a similar likeness. :) --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know what calcareous ooze is, or what siliceous ooze is?  It's listed as a stone under the stockpile menu.  [[User:Bouchart|Bouchart]] 02:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Stones water permeability ===&lt;br /&gt;
&lt;br /&gt;
hi all! can someone tell me where I can find water permeability of stone?&lt;br /&gt;
&lt;br /&gt;
I didn´t find it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and could someone tell me how mica wall reacts on water? (I am looking for the cave river...digging nets and such stuff)&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:EdwinBG2|EdwinBG2]] ([[User talk:EdwinBG2|talk]]•[[Special:Contributions/EdwinBG2|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:The types of stone listed as an aquifer are permeable and those that aren't aren't. The only two types of stone aquifer are [[sandstone]] and [[conglomerate]]. If that doesn't help, you may be asking about a feature I have't heard of yet; could you explain? [[User:VengefulDonut|VengefulDonut]] 10:02, 24 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::ok thank you! that was exacly what I meant! I risk it...(could be a sea and my legendary miner is dead...no risk no fun!)&lt;br /&gt;
&lt;br /&gt;
== Petrified wood ==&lt;br /&gt;
&lt;br /&gt;
does petrified wood count as wood or stone? also, does it count as fire-safe?--[[User:0todd0|0todd0]] 21:57, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42310</id>
		<title>User:0todd0</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:0todd0&amp;diff=42310"/>
		<updated>2008-06-04T01:12:16Z</updated>

		<summary type="html">&lt;p&gt;0todd0: New page: My design ideas:        Spiral Stairs       Floor X       +++++       +++++       ++&amp;lt;++       +++++       +++++              Floor X- or +1       .....       .....       ..&amp;gt;++       ....+&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My design ideas:&lt;br /&gt;
&lt;br /&gt;
      Spiral Stairs&lt;br /&gt;
      Floor X&lt;br /&gt;
      +++++&lt;br /&gt;
      +++++&lt;br /&gt;
      ++&amp;lt;++&lt;br /&gt;
      +++++&lt;br /&gt;
      +++++&lt;br /&gt;
      &lt;br /&gt;
      Floor X- or +1&lt;br /&gt;
      .....&lt;br /&gt;
      .....&lt;br /&gt;
      ..&amp;gt;++&lt;br /&gt;
      ....+&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sheriff&amp;diff=34446</id>
		<title>40d Talk:Sheriff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sheriff&amp;diff=34446"/>
		<updated>2008-06-04T00:36:50Z</updated>

		<summary type="html">&lt;p&gt;0todd0: armor stands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Will anyone be unhappy if there is no sheriff/fortress guards?  My new fortress is 93 dwarves large, and they seem to be just so happy (ecstatic really) without one. The dwarveses were much more upset with sheriff.&lt;br /&gt;
[[User:Dorten|Dorten]] 23:57, 8 January 2008 (EST)&lt;br /&gt;
:One of the problems with not having a sheriff would be leaving the actual troublemakers free for the sake of saving a few innocents. As the game progresses, the dwarves that anger easily or cannot handle stress will become increasingly likely to tantrum in times of strife, possibly upsetting other dwarves in the process. You must judge for yourself if protecting honest dwarves from unreasonable noble demands is worth letting potential murderers/vandals run wild. --[[User:Jackard|Jackard]] 02:56, 9 January 2008 (EST)&lt;br /&gt;
::OK, understood. For murderers and vandals I prefer having a couple dozens war dogs, who will never hurt innocent ;) [[User:Dorten|Dorten]] 04:01, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anybody know what the relevant skills are for a sheriff? [[User:Feldspar|Feldspar]] 09:28, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Most definitely none. But it won't hurt if he's melee military or wrestler, i would expect --[[User:Koltom|Koltom]] 14:21, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== armor stands ==&lt;br /&gt;
&lt;br /&gt;
i just got a sheriff and i gave him everthing he needs, but when i check his profile, it said he needed an armor stand and a weapon stand. I gave those things to him and activated their rooms but it said he still needed them. Do I free them and put them in his room? --[[User:0todd0|0todd0]] 20:36, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36181</id>
		<title>40d Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36181"/>
		<updated>2008-06-03T23:41:12Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* good semi not deadly moat defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --[[User:CombatWombat|CombatWombat]] 07:22, 28 January 2008 (EST)&lt;br /&gt;
: I'm pretty sure that an empty channel is just as impassable as a water-filled one. --[[User:Mitchy|Mitchy]] 10:13, 28 January 2008 (EST)&lt;br /&gt;
though an empty channel is not called a moat, it is a channel. --[[User:CombatWombat|CombatWombat]] 02:04, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Unless there's an in-game reference calling anything a moat, then I wouldn't say an empty moat isn't a moat. I would say the distinction between moat and channel is largely on it's primary function. If it's intended to be a defensive emplacement, then it's certainly a moat. If it's intended to move a fluid on the otherhand, then it's probably a channel. Obviously, something can be both at once, though I'd always place the defensive value above the convenience value. --[[User:N9103|Edward]] 07:17, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Made some edits. I have no problem with fun-style writing and a little fantasy, but the content should be accurate and not misleading. --[[User:Koltom|Koltom]] 20:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
For the record, Real Life moats were often simply large trenches with steep sides. Water, pikes, etc were all nice-to-have extras, but the primary function came from the earthwork obstacle. [[User:Zaranthan|Zaranthan]] 21:16, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== good semi not deadly moat defense ==&lt;br /&gt;
&lt;br /&gt;
I had built a defense for one of my fortresses and i think it's a good idea&lt;br /&gt;
&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
     +^^^^^^^^^^^^^^^+&lt;br /&gt;
     +^0===========0^+&lt;br /&gt;
     +^|~.........~|^+&lt;br /&gt;
     +^|~+++++++++~|^+&lt;br /&gt;
     +^|~++0===0++~|^+&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++|+X+|++~~.~&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++0=-=0++~|^+&lt;br /&gt;
     +^|~+++++o+++~|^+&lt;br /&gt;
     +^|~....#....~|^+&lt;br /&gt;
     +^0=====#=====0^+&lt;br /&gt;
     +^^^^^^^+^^^^^^^+&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
      ^=trap&lt;br /&gt;
      =, |, 0=wall&lt;br /&gt;
      +=floor&lt;br /&gt;
      ~, .=water/magma moat&lt;br /&gt;
      #=bridge&lt;br /&gt;
      o=lever&lt;br /&gt;
      X=up-down stairs&lt;br /&gt;
      -=door&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 19:36, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36180</id>
		<title>40d Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36180"/>
		<updated>2008-06-03T23:38:38Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* good semi not deadly moat defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --[[User:CombatWombat|CombatWombat]] 07:22, 28 January 2008 (EST)&lt;br /&gt;
: I'm pretty sure that an empty channel is just as impassable as a water-filled one. --[[User:Mitchy|Mitchy]] 10:13, 28 January 2008 (EST)&lt;br /&gt;
though an empty channel is not called a moat, it is a channel. --[[User:CombatWombat|CombatWombat]] 02:04, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Unless there's an in-game reference calling anything a moat, then I wouldn't say an empty moat isn't a moat. I would say the distinction between moat and channel is largely on it's primary function. If it's intended to be a defensive emplacement, then it's certainly a moat. If it's intended to move a fluid on the otherhand, then it's probably a channel. Obviously, something can be both at once, though I'd always place the defensive value above the convenience value. --[[User:N9103|Edward]] 07:17, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Made some edits. I have no problem with fun-style writing and a little fantasy, but the content should be accurate and not misleading. --[[User:Koltom|Koltom]] 20:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
For the record, Real Life moats were often simply large trenches with steep sides. Water, pikes, etc were all nice-to-have extras, but the primary function came from the earthwork obstacle. [[User:Zaranthan|Zaranthan]] 21:16, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== good semi not deadly moat defense ==&lt;br /&gt;
&lt;br /&gt;
I had built a defense for one of my fortresses and i think it's a good idea&lt;br /&gt;
&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
     +^^^^^^^^^^^^^^^+&lt;br /&gt;
     +^0===========0^+&lt;br /&gt;
     +^|~.........~|^+&lt;br /&gt;
     +^|~+++++++++~|^+&lt;br /&gt;
     +^|~++0===0++~|^+&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++|+X+|++~~.~&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++0=-=0++~|^+&lt;br /&gt;
     +^|~+++++o+++~|^+&lt;br /&gt;
     +^|~....#....~|^+&lt;br /&gt;
     +^0=====#=====0^+&lt;br /&gt;
     +^^^^^^^+^^^^^^^+&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
      ^=trap&lt;br /&gt;
      =, |, 0=wall&lt;br /&gt;
      +=floor&lt;br /&gt;
      ~, .=water/moat&lt;br /&gt;
      #=bridge&lt;br /&gt;
      o=lever&lt;br /&gt;
      X=up-down stairs&lt;br /&gt;
      -=door&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 19:36, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36179</id>
		<title>40d Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36179"/>
		<updated>2008-06-03T23:37:35Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* good semi not deadly moat defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --[[User:CombatWombat|CombatWombat]] 07:22, 28 January 2008 (EST)&lt;br /&gt;
: I'm pretty sure that an empty channel is just as impassable as a water-filled one. --[[User:Mitchy|Mitchy]] 10:13, 28 January 2008 (EST)&lt;br /&gt;
though an empty channel is not called a moat, it is a channel. --[[User:CombatWombat|CombatWombat]] 02:04, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Unless there's an in-game reference calling anything a moat, then I wouldn't say an empty moat isn't a moat. I would say the distinction between moat and channel is largely on it's primary function. If it's intended to be a defensive emplacement, then it's certainly a moat. If it's intended to move a fluid on the otherhand, then it's probably a channel. Obviously, something can be both at once, though I'd always place the defensive value above the convenience value. --[[User:N9103|Edward]] 07:17, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Made some edits. I have no problem with fun-style writing and a little fantasy, but the content should be accurate and not misleading. --[[User:Koltom|Koltom]] 20:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
For the record, Real Life moats were often simply large trenches with steep sides. Water, pikes, etc were all nice-to-have extras, but the primary function came from the earthwork obstacle. [[User:Zaranthan|Zaranthan]] 21:16, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== good semi not deadly moat defense ==&lt;br /&gt;
&lt;br /&gt;
I had built a defense for one of my fortresses and i think it's a good idea&lt;br /&gt;
&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
     +^^^^^^^^^^^^^^^+&lt;br /&gt;
     +^0===========0^+&lt;br /&gt;
     +^|~.........~|^+&lt;br /&gt;
     +^|~+++++++++~|^+&lt;br /&gt;
     +^|~++0===0++~|^+&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++|+X+|++~|^+&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++0=-=0++~|^+&lt;br /&gt;
     +^|~+++++o+++~|^+&lt;br /&gt;
     +^|...........|^+&lt;br /&gt;
     +^0=====#=====0^+&lt;br /&gt;
     +^^^^^^^+^^^^^^^+&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
      ^=trap&lt;br /&gt;
      =, |, 0=wall&lt;br /&gt;
      +=floor&lt;br /&gt;
      ~, .=water/moat&lt;br /&gt;
      #=bridge&lt;br /&gt;
      o=lever&lt;br /&gt;
      X=up-down stairs&lt;br /&gt;
      -=door&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 19:36, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36178</id>
		<title>40d Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36178"/>
		<updated>2008-06-03T23:36:34Z</updated>

		<summary type="html">&lt;p&gt;0todd0: /* good semi not deadly moat defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --[[User:CombatWombat|CombatWombat]] 07:22, 28 January 2008 (EST)&lt;br /&gt;
: I'm pretty sure that an empty channel is just as impassable as a water-filled one. --[[User:Mitchy|Mitchy]] 10:13, 28 January 2008 (EST)&lt;br /&gt;
though an empty channel is not called a moat, it is a channel. --[[User:CombatWombat|CombatWombat]] 02:04, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Unless there's an in-game reference calling anything a moat, then I wouldn't say an empty moat isn't a moat. I would say the distinction between moat and channel is largely on it's primary function. If it's intended to be a defensive emplacement, then it's certainly a moat. If it's intended to move a fluid on the otherhand, then it's probably a channel. Obviously, something can be both at once, though I'd always place the defensive value above the convenience value. --[[User:N9103|Edward]] 07:17, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Made some edits. I have no problem with fun-style writing and a little fantasy, but the content should be accurate and not misleading. --[[User:Koltom|Koltom]] 20:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
For the record, Real Life moats were often simply large trenches with steep sides. Water, pikes, etc were all nice-to-have extras, but the primary function came from the earthwork obstacle. [[User:Zaranthan|Zaranthan]] 21:16, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== good semi not deadly moat defense ==&lt;br /&gt;
&lt;br /&gt;
I had built a defense for one of my fortresses and i think it's a good idea&lt;br /&gt;
&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
     +^^^^^^^^^^^^^^^+&lt;br /&gt;
     +^0===========0^+&lt;br /&gt;
     +^|19:36, 3 June 2008 (EDT)19:36, 3 June 2008 (EDT)~|^+&lt;br /&gt;
     +^|~+++++++++~|^+&lt;br /&gt;
     +^|~++0===0++~|^+&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++|+X+|++~|^+&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++0=-=0++~|^+&lt;br /&gt;
     +^|~+++++o+++~|^+&lt;br /&gt;
     +^|19:36, 3 June 2008 (EDT)#19:36, 3 June 2008 (EDT)|^+&lt;br /&gt;
     +^0=====#=====0^+&lt;br /&gt;
     +^^^^^^^+^^^^^^^+&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
      ^=trap&lt;br /&gt;
      =, |, 0=wall&lt;br /&gt;
      +=floor&lt;br /&gt;
      ~, .=water/moat&lt;br /&gt;
      #=bridge&lt;br /&gt;
      o=lever&lt;br /&gt;
      X=up-down stairs&lt;br /&gt;
      -=door&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 19:36, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36177</id>
		<title>40d Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36177"/>
		<updated>2008-06-03T23:35:40Z</updated>

		<summary type="html">&lt;p&gt;0todd0: good semi not deadly moat defense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --[[User:CombatWombat|CombatWombat]] 07:22, 28 January 2008 (EST)&lt;br /&gt;
: I'm pretty sure that an empty channel is just as impassable as a water-filled one. --[[User:Mitchy|Mitchy]] 10:13, 28 January 2008 (EST)&lt;br /&gt;
though an empty channel is not called a moat, it is a channel. --[[User:CombatWombat|CombatWombat]] 02:04, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Unless there's an in-game reference calling anything a moat, then I wouldn't say an empty moat isn't a moat. I would say the distinction between moat and channel is largely on it's primary function. If it's intended to be a defensive emplacement, then it's certainly a moat. If it's intended to move a fluid on the otherhand, then it's probably a channel. Obviously, something can be both at once, though I'd always place the defensive value above the convenience value. --[[User:N9103|Edward]] 07:17, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Made some edits. I have no problem with fun-style writing and a little fantasy, but the content should be accurate and not misleading. --[[User:Koltom|Koltom]] 20:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
For the record, Real Life moats were often simply large trenches with steep sides. Water, pikes, etc were all nice-to-have extras, but the primary function came from the earthwork obstacle. [[User:Zaranthan|Zaranthan]] 21:16, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== good semi not deadly moat defense ==&lt;br /&gt;
&lt;br /&gt;
I had built a defense for one of my fortresses and i think it's a good idea&lt;br /&gt;
&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
     +^^^^^^^^^^^^^^^+&lt;br /&gt;
     +^0===========0^+&lt;br /&gt;
     +^|~.........~|^+&lt;br /&gt;
     +^|~+++++++++~|^+&lt;br /&gt;
     +^|~++0===0++~|^+&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++|+X+|++~|^+&lt;br /&gt;
     +^|~++|+++|++~|^+&lt;br /&gt;
     +^|~++0=-=0++~|^+&lt;br /&gt;
     +^|~+++++o+++~|^+&lt;br /&gt;
     +^|~....#....~|^+&lt;br /&gt;
     +^0=====#=====0^+&lt;br /&gt;
     +^^^^^^^+^^^^^^^+&lt;br /&gt;
     +++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
      ^=trap&lt;br /&gt;
      =, |, 0=wall&lt;br /&gt;
      +=floor&lt;br /&gt;
      ~, .=water/moat&lt;br /&gt;
      #=bridge&lt;br /&gt;
      o=lever&lt;br /&gt;
      X=up-down stairs&lt;br /&gt;
      -=door&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37080</id>
		<title>40d Talk:Wrestling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37080"/>
		<updated>2008-06-03T04:52:26Z</updated>

		<summary type="html">&lt;p&gt;0todd0: Upper Arms?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I keep doing to appropriate moves on ant men and rat men limbs, but I never get the opportunity to break them. Is there something I'm doing wrong?&lt;br /&gt;
A: Antmen and ratmen don't have joints, as I recall&lt;br /&gt;
&lt;br /&gt;
Oy, whoever made the Wrestling page: Wikis are made in third person.  That means no I's, we's, anything personal!&lt;br /&gt;
&lt;br /&gt;
== Upper Arms? ==&lt;br /&gt;
&lt;br /&gt;
I was exploring a recently abandoned fortress, and I got close enough to see the fights on my announcement menu. One thing that caught my I was &amp;quot;XXX adjusts the grip of their upper arm and the troglodyte's second toe right foot.&amp;quot; Is this a glitch or something that hasn't been resolved? --[[User:0todd0|0todd0]] 00:52, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30252</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30252"/>
		<updated>2008-06-03T00:58:05Z</updated>

		<summary type="html">&lt;p&gt;0todd0: selling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
::Nevermind. I did. Artifact mechanism melted in magma. [[User:Rkyeun|Rkyeun]] 02:34, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to &amp;quot;break out&amp;quot; with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)&lt;br /&gt;
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;br /&gt;
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Finished Goods&amp;quot;-type Artifacts...? ==&lt;br /&gt;
&lt;br /&gt;
I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of &amp;quot;Finished Goods&amp;quot; artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
:You could abandon the fortress and come back in adventure mode.  Artifact rings?  Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There might be more point to those types if/when artifacts start getting special magical effects. That's probably a long ways off though. --[[User:BahamutZERO|BahamutZERO]] 12:16, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But even in Adventure Mode, artifacts (besides weapons/armor) don't have much of a point, right? To be honest, I've never gone through Adventure Mode- ''it lags my laptop''. Sad, I know. But like BahamutZERO said, at least they'll gain some point ''eventually''... And hopefully soon. --[[User:Borgin|Borgin]] 23:46, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Well you can trade 'em to merchants in Adventure mode, I'd imagine?  Maybe not, I've never tried, and I doubt the shops sell anything you'd care about (ie masterpiece steel or adamantine weapons and armor). Still, I think it's fun to walk around wearing an artifact ring or amulet! At least until an archer kills you. --[[User:Marble Dice|Marble Dice]] 02:45, 16 May 2008 (EDT)&lt;br /&gt;
:::As far as I can tell, artifact crafts/goblets/etc are used entirely for boosting your fortress created wealth stat.  There is rarely a time when a sudden 200k added to that is trivial.--[[User:Dadamh|Dadamh]] 14:36, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== selling ==&lt;br /&gt;
&lt;br /&gt;
is there a way to hack DF and be able to sell artifacts? --[[User:0todd0|0todd0]] 20:58, 2 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33257</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33257"/>
		<updated>2008-05-27T05:05:37Z</updated>

		<summary type="html">&lt;p&gt;0todd0: Unable to run&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
== Unable to run ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to load it, it won't run, I ran the game and downloaded everything. This is all that happens:&lt;br /&gt;
&lt;br /&gt;
version v0.27.169.88a, pid 2760, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
  DFcmp = DFcompanion()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
  self.dd = dwarfdbg()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 102, in __init__&lt;br /&gt;
  self.getWords()&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 218, in getWords&lt;br /&gt;
  kptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfdbg.py&amp;quot;, line 114, in getLong&lt;br /&gt;
  return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
 File &amp;quot;C:\Users\Todd\Downloads\DF STUFF\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
  raise WinError()&lt;br /&gt;
WindowsError: [Error 998] Invalid access to memory location.&lt;br /&gt;
&lt;br /&gt;
--[[User:0todd0|0todd0]] 01:05, 27 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>0todd0</name></author>
	</entry>
</feed>