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		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=117878</id>
		<title>40d:Utilities</title>
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		<updated>2010-06-10T13:13:18Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* Visual Fortress by Baboonanza */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] by Jonask, Solifuge and Kaypy ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress] by Baboonanza ===&lt;br /&gt;
[http://sourceforge.net/projects/visualfortress/ Source Code]&lt;br /&gt;
This is Baboonanza's 3D visualisation application. It's focused on displaying mega-projects and landscapes accurately and hopefully beautifully. Basically like 3Dwarf, but more advanced.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===&lt;br /&gt;
&lt;br /&gt;
This is NOT real time! Dwarvis has the ability to be real time, though 3Dwarf is much more recommended. What this does is read the map out of your computer's memory when Dwarf Fortress is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3D. Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== [http://sourceforge.net/projects/khazad/ Khazad] ===&lt;br /&gt;
&lt;br /&gt;
A related fortress viewing engine utilizing memory extraction and saving similar to 3Dwarf, Khazad uses an Isometric perspective reminiscent of SimCity200 &amp;amp; Transport Tycoon while also allowing very free form camera control in a full 3D environment.  Khazad is compatible with 40d and 40d11 and entirely open source being licensed under the GPL, source and binary packages are available at [http://sourceforge.net/projects/khazad/ SourceForge].  Development is active and participation is welcome.&lt;br /&gt;
&lt;br /&gt;
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] (Outdated) ===&lt;br /&gt;
&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===&lt;br /&gt;
&lt;br /&gt;
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Visualizer ===&lt;br /&gt;
&lt;br /&gt;
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer.  Nothing super fancy, but neat to look at.&lt;br /&gt;
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.&lt;br /&gt;
&lt;br /&gt;
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!&lt;br /&gt;
&lt;br /&gt;
==Major Utilities==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=39229.0 Dwarf Therapist] ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way.&lt;br /&gt;
&lt;br /&gt;
Supports the latest DF versions, including 40dXX OpenGL editions, and reported to work on native Linux builds.&lt;br /&gt;
&lt;br /&gt;
Can be thought of as a superset of Dwarf Manager (which in turn is a superset of Dwarf Foreman).&lt;br /&gt;
&lt;br /&gt;
=== [http://dwarfmanager.sourceforge.net/ Dwarf Manager] ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Manager is inspired by Dwarf Foreman (below) and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual dwarves; you can view their current skill for a given job displayed handily in the job grid; and you can also change their personal and profession names straight from the interface. The program handles social and military skills as well.&lt;br /&gt;
In addition the program can be customized and updated by editing the included .xml files.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist has a superset of Dwarf Manager's features.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===&lt;br /&gt;
&lt;br /&gt;
Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=032e4b67&lt;br /&gt;
critter_start=01583224&lt;br /&gt;
dwarfidpos=0138f690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Dwarf Foreman-like utilities, with expanded feature sets, are also available. See Dwarf Therapist and Dwarf Manager above.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===&lt;br /&gt;
&lt;br /&gt;
This is a MacOSX 10.5 port of Dwarf Foreman.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress version: '''v0.28.181.40d'''&lt;br /&gt;
&lt;br /&gt;
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===&lt;br /&gt;
&lt;br /&gt;
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory.&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=40413.0 DF Raw Editor] ===&lt;br /&gt;
&lt;br /&gt;
DF Raw Editor is a brand new tool created to help edit the raw files.&lt;br /&gt;
It is available [http://www.bay12games.com/forum/index.php?topic=40413.0 here].&lt;br /&gt;
For version 0.40d&lt;br /&gt;
&lt;br /&gt;
== Minor Utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
=== DF Log Parser ===&lt;br /&gt;
&lt;br /&gt;
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.&lt;br /&gt;
&lt;br /&gt;
You will see:&lt;br /&gt;
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.&lt;br /&gt;
A summary of every civ, by race&lt;br /&gt;
A listing of every Ruin&lt;br /&gt;
A listing of the total populations of cave critters&lt;br /&gt;
A listing of the total populations of civilized creatures&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===&lt;br /&gt;
&lt;br /&gt;
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===&lt;br /&gt;
&lt;br /&gt;
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===&lt;br /&gt;
&lt;br /&gt;
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are a suggested no as you can't do anything.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility before discovering any subsurface magma, or if you have reclaimed a fortress whose magma source has already been discovered.{{version|0.28.181.40d}} (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out.  That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code.  This means you need to run the utility every time you start dwarfort.exe and you want to build a new magma-using workshop.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://75.127.91.201/~jifodus/df/justdigitout.zip Just dig it out!] ===&lt;br /&gt;
&lt;br /&gt;
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21601.0 Nano Fortress] ===&lt;br /&gt;
&lt;br /&gt;
A utility that will allow embarks to 1x1 locations.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===&lt;br /&gt;
&lt;br /&gt;
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Note:  This utility may not work on versions of DF 40d and later.  If it doesn't work for you, try Dwarf Companion.&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal.   Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
The Old version of Reveal.exe does not require you install anything (if you are using 0.28.181.40d and the updated memory.ini file), just unzip both files and run reveal.exe while DF is running.&lt;br /&gt;
&lt;br /&gt;
If using [http://www.bay12games.com/forum/index.php?topic=40349.0 the OpenGL accelerated version] of DF (40d16) under XP SP3, the newer version of Reveal is required as the older version can't find it. Reveal2.exe works correctly with this setup.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1165 UltraFinder] ===&lt;br /&gt;
&lt;br /&gt;
This AHK script generates worlds until it finds one with the desired features as defined in the init file.&lt;br /&gt;
&lt;br /&gt;
This is not an advanced application, it is simply meant to take the task of repeated genning out of your hands.&lt;br /&gt;
&lt;br /&gt;
The concept is that you set the parameters as you see fit, and leave it running while you go about your other business.&lt;br /&gt;
&lt;br /&gt;
READ ALL WARNINGS IN THE INIT FILE!&lt;br /&gt;
&lt;br /&gt;
The readme exists for a reason.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===&lt;br /&gt;
&lt;br /&gt;
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts. See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ Winmerge] ===&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
== Outdated Utilities ==&lt;br /&gt;
&lt;br /&gt;
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===&lt;br /&gt;
&lt;br /&gt;
An utility for automation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] ===&lt;br /&gt;
&lt;br /&gt;
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===&lt;br /&gt;
&lt;br /&gt;
Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements. Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===&lt;br /&gt;
&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
&lt;br /&gt;
Check the thread on the forums for the latest download link. (Aug 01, 2008)&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/water.exe Water] ===&lt;br /&gt;
&lt;br /&gt;
Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally. Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities| ]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
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		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=117869"/>
		<updated>2010-06-10T12:28:32Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* Khazad */  Link broken. I think its better to link to its project page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] by Jonask, Solifuge and Kaypy ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress] by Baboonanza ===&lt;br /&gt;
&lt;br /&gt;
This is Baboonanza's 3D visualisation application. It's focused on displaying mega-projects and landscapes accurately and hopefully beautifully. Basically like 3Dwarf, but more advanced.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===&lt;br /&gt;
&lt;br /&gt;
This is NOT real time! Dwarvis has the ability to be real time, though 3Dwarf is much more recommended. What this does is read the map out of your computer's memory when Dwarf Fortress is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3D. Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== [http://sourceforge.net/projects/khazad/ Khazad] ===&lt;br /&gt;
&lt;br /&gt;
A related fortress viewing engine utilizing memory extraction and saving similar to 3Dwarf, Khazad uses an Isometric perspective reminiscent of SimCity200 &amp;amp; Transport Tycoon while also allowing very free form camera control in a full 3D environment.  Khazad is compatible with 40d and 40d11 and entirely open source being licensed under the GPL, source and binary packages are available at [http://sourceforge.net/projects/khazad/ SourceForge].  Development is active and participation is welcome.&lt;br /&gt;
&lt;br /&gt;
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] (Outdated) ===&lt;br /&gt;
&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===&lt;br /&gt;
&lt;br /&gt;
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Visualizer ===&lt;br /&gt;
&lt;br /&gt;
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer.  Nothing super fancy, but neat to look at.&lt;br /&gt;
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.&lt;br /&gt;
&lt;br /&gt;
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!&lt;br /&gt;
&lt;br /&gt;
==Major Utilities==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=39229.0 Dwarf Therapist] ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way.&lt;br /&gt;
&lt;br /&gt;
Supports the latest DF versions, including 40dXX OpenGL editions, and reported to work on native Linux builds.&lt;br /&gt;
&lt;br /&gt;
Can be thought of as a superset of Dwarf Manager (which in turn is a superset of Dwarf Foreman).&lt;br /&gt;
&lt;br /&gt;
=== [http://dwarfmanager.sourceforge.net/ Dwarf Manager] ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Manager is inspired by Dwarf Foreman (below) and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual dwarves; you can view their current skill for a given job displayed handily in the job grid; and you can also change their personal and profession names straight from the interface. The program handles social and military skills as well.&lt;br /&gt;
In addition the program can be customized and updated by editing the included .xml files.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist has a superset of Dwarf Manager's features.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===&lt;br /&gt;
&lt;br /&gt;
Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=032e4b67&lt;br /&gt;
critter_start=01583224&lt;br /&gt;
dwarfidpos=0138f690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Dwarf Foreman-like utilities, with expanded feature sets, are also available. See Dwarf Therapist and Dwarf Manager above.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===&lt;br /&gt;
&lt;br /&gt;
This is a MacOSX 10.5 port of Dwarf Foreman.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress version: '''v0.28.181.40d'''&lt;br /&gt;
&lt;br /&gt;
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===&lt;br /&gt;
&lt;br /&gt;
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory.&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=40413.0 DF Raw Editor] ===&lt;br /&gt;
&lt;br /&gt;
DF Raw Editor is a brand new tool created to help edit the raw files.&lt;br /&gt;
It is available [http://www.bay12games.com/forum/index.php?topic=40413.0 here].&lt;br /&gt;
For version 0.40d&lt;br /&gt;
&lt;br /&gt;
== Minor Utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
=== DF Log Parser ===&lt;br /&gt;
&lt;br /&gt;
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.&lt;br /&gt;
&lt;br /&gt;
You will see:&lt;br /&gt;
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.&lt;br /&gt;
A summary of every civ, by race&lt;br /&gt;
A listing of every Ruin&lt;br /&gt;
A listing of the total populations of cave critters&lt;br /&gt;
A listing of the total populations of civilized creatures&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===&lt;br /&gt;
&lt;br /&gt;
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===&lt;br /&gt;
&lt;br /&gt;
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===&lt;br /&gt;
&lt;br /&gt;
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are a suggested no as you can't do anything.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility before discovering any subsurface magma, or if you have reclaimed a fortress whose magma source has already been discovered.{{version|0.28.181.40d}} (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out.  That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code.  This means you need to run the utility every time you start dwarfort.exe and you want to build a new magma-using workshop.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://75.127.91.201/~jifodus/df/justdigitout.zip Just dig it out!] ===&lt;br /&gt;
&lt;br /&gt;
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21601.0 Nano Fortress] ===&lt;br /&gt;
&lt;br /&gt;
A utility that will allow embarks to 1x1 locations.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===&lt;br /&gt;
&lt;br /&gt;
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Note:  This utility may not work on versions of DF 40d and later.  If it doesn't work for you, try Dwarf Companion.&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal.   Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
The Old version of Reveal.exe does not require you install anything (if you are using 0.28.181.40d and the updated memory.ini file), just unzip both files and run reveal.exe while DF is running.&lt;br /&gt;
&lt;br /&gt;
If using [http://www.bay12games.com/forum/index.php?topic=40349.0 the OpenGL accelerated version] of DF (40d16) under XP SP3, the newer version of Reveal is required as the older version can't find it. Reveal2.exe works correctly with this setup.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1165 UltraFinder] ===&lt;br /&gt;
&lt;br /&gt;
This AHK script generates worlds until it finds one with the desired features as defined in the init file.&lt;br /&gt;
&lt;br /&gt;
This is not an advanced application, it is simply meant to take the task of repeated genning out of your hands.&lt;br /&gt;
&lt;br /&gt;
The concept is that you set the parameters as you see fit, and leave it running while you go about your other business.&lt;br /&gt;
&lt;br /&gt;
READ ALL WARNINGS IN THE INIT FILE!&lt;br /&gt;
&lt;br /&gt;
The readme exists for a reason.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===&lt;br /&gt;
&lt;br /&gt;
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts. See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ Winmerge] ===&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
== Outdated Utilities ==&lt;br /&gt;
&lt;br /&gt;
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===&lt;br /&gt;
&lt;br /&gt;
An utility for automation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] ===&lt;br /&gt;
&lt;br /&gt;
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===&lt;br /&gt;
&lt;br /&gt;
Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements. Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===&lt;br /&gt;
&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
&lt;br /&gt;
Check the thread on the forums for the latest download link. (Aug 01, 2008)&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/water.exe Water] ===&lt;br /&gt;
&lt;br /&gt;
Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally. Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities| ]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stair&amp;diff=117203</id>
		<title>v0.31:Stair</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stair&amp;diff=117203"/>
		<updated>2010-06-07T19:22:45Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: Redirected page to DF2010:Stairs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:stairs]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117202</id>
		<title>v0.31:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117202"/>
		<updated>2010-06-07T19:20:56Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
{{L|Farm|Farms}} feed a wide array of workshops.  Farms directly feed the {{L|kitchen}}, {{L|still}}, {{L|millstone}} (or {{L|quern}}) and {{L|farmer's workshop}}.  The mill and farmer's workshop feed the {{L|loom}} and {{L|dyer}} which feed the {{L|clothier}}.  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner. Alternatively, it may be wise to ensure that fresh raw skins are not accepted by ''any'' stockpiles so that they may be taken directly from the butcher's shop to be tanned.&lt;br /&gt;
&lt;br /&gt;
Place a {{L|refuse stockpile}} nearby, behind an airlock to keep out the {{L|miasma}}, to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible {{L|crop|plants}}*, {{L|cheese}}, {{L|Quarry bush|leaves}}, cookable {{L|mill|milled}} plants (everything but the {{L|dye|dyes}}), {{L|fat}}, cookable {{L|extract|extracts}} ({{L|Dwarven syrup}} and all the {{L|milk|milks}}).  If you cook {{L|Alcohol|booze}}, include that.  If you want to reserve some edible plants for {{L|brew|brewing}}, leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|rat weed}}, {{L|fisher berry}} and {{L|sun berry}})''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable {{L|plant|plants}}*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|pig tail}}, {{L|cave wheat}}, {{L|sweet pod}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|longland grass}}, {{L|rat weed}}, {{L|fisher berry}}, {{L|rope reed}}, {{L|sliver barb}}, {{L|sun berry}}, {{L|whip vine}})''&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your {{L|still}} to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
=== Sparring ===&lt;br /&gt;
&lt;br /&gt;
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with.  This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm.  Enable all weapons you intend to train with.  Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter).  This should leave you with low damage bone, wood and silver weapons.  If you don't have any, assign an untrained dwarf to make copper weapons.&lt;br /&gt;
&lt;br /&gt;
Similarly, you can allocate a wood and bone ammo stockpile near your {{L|archery target}}.&lt;br /&gt;
&lt;br /&gt;
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle.  To avoid this you need a weapons locker...&lt;br /&gt;
&lt;br /&gt;
=== Weapons Locker ===&lt;br /&gt;
&lt;br /&gt;
A weapons stockpile containing only your best weapons and ammo.  Enable metals, but remove the low damage metals (silver, copper, bronze &amp;amp; bismuth bronze and iron in that order).  Remove low core qualities.  Be sure to turn off Unusable.  What is &amp;quot;low&amp;quot; and &amp;quot;high&amp;quot; quality is relative to the overall quality of your fortress' weapons.&lt;br /&gt;
&lt;br /&gt;
Be sure to leave your dwarves with something to fight with!  If the best you have is low quality copper weapons, enable that.  If you have a mix of low quality materials with high quality craftsmanship, and vice-versa, consult the {{L|Weapons#damage calculation|weapon damage calculation}} formulas to figure out which combo comes out best for you.&lt;br /&gt;
&lt;br /&gt;
Place this stockpile in a room with a door near your barracks.  When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons.  They'll have no choice but to pick up what's in the weapons locker with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117201</id>
		<title>v0.31:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117201"/>
		<updated>2010-06-07T19:20:20Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
{{L|Farm|Farms}} feed a wide array of workshops.  Farms directly feed the {{L|kitchen}}, {{L|still}}, {{L|millstone}} (or {{L|quern}}) and {{L|farmer's workshop}}.  The mill and farmer's workshop feed the {{L|loom}} and {{L|dyer}} which feed the {{L|clothier}}.  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner. Alternatively, it may be wise to ensure that fresh raw skins are not accepted by ''any'' stockpiles so that they may be taken directly from the butcher's shop to be tanned.&lt;br /&gt;
&lt;br /&gt;
Place a {{L|refuse stockpile}} nearby, behind an airlock to keep out the {{L|miasma}}, to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible {{L|crop|plants}}*, {{L|cheese}}, {{L|Quarry bush|leaves}}, cookable {{L|mill|milled}} plants (everything but the {{L|dye|dyes}}), {{L|fat}}, cookable {{L|extract|extracts}} ({{L|Dwarven syrup}} and all the {{L|milk|milks}}).  If you cook {{L|Alcohol|booze}}, include that.  If you want to reserve some edible plants for {{L|brew|brewing}}, leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|rat weed}}, {{L|fisher berry}} and {{L|sun berry}})''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable {{L|plant|plants}}*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|pig tail}}, {{L|cave wheat}}, {{L|sweet pod}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|longland grass}}, {{L|rat weed}}, {{L|fisher berry}}, {{L|rope reed}}, {{L|sliver barb}}, {{L|sun berry}}, {{L|whip vine}})''&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your {{L|still}} to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
=== Sparring ===&lt;br /&gt;
&lt;br /&gt;
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with.  This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm.  Enable all weapons you intend to train with.  Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter).  This should leave you with low damage bone, wood and silver weapons.  If you don't have any, assign an untrained dwarf to make copper weapons.&lt;br /&gt;
&lt;br /&gt;
Similarly, you can allocate a wood and bone ammo stockpile near your {{L|archery target}}.&lt;br /&gt;
&lt;br /&gt;
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle.  To avoid this you need a weapons locker...&lt;br /&gt;
&lt;br /&gt;
=== Weapons Locker ===&lt;br /&gt;
&lt;br /&gt;
A weapons stockpile containing only your best weapons and ammo.  Enable metals, but remove the low damage metals (silver, copper, bronze &amp;amp; bismuth bronze and iron in that order).  Remove low core qualities.  Be sure to turn off Unusable.  What is &amp;quot;low&amp;quot; and &amp;quot;high&amp;quot; quality is relative to the overall quality of your fortress' weapons.&lt;br /&gt;
&lt;br /&gt;
Be sure to leave your dwarves with something to fight with!  If the best you have is low quality copper weapons, enable that.  If you have a mix of low quality materials with high quality craftsmanship, and vice-versa, consult the {{L|Weapons#damage calculation|weapon damage calculation}} formulas to figure out which combo comes out best for you.&lt;br /&gt;
&lt;br /&gt;
Place this stockpile in a room with a door near your barracks.  When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons.  They'll have no choice but to pick up what's in the weapons locker with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117200</id>
		<title>v0.31:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117200"/>
		<updated>2010-06-07T19:18:42Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}{{av}}&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
{{L|Farm|Farms}} feed a wide array of workshops.  Farms directly feed the {{L|kitchen}}, {{L|still}}, {{L|millstone}} (or {{L|quern}}) and {{L|farmer's workshop}}.  The mill and farmer's workshop feed the {{L|loom}} and {{L|dyer}} which feed the {{L|clothier}}.  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner. Alternatively, it may be wise to ensure that fresh raw skins are not accepted by ''any'' stockpiles so that they may be taken directly from the butcher's shop to be tanned.&lt;br /&gt;
&lt;br /&gt;
Place a {{L|refuse stockpile}} nearby, behind an airlock to keep out the {{L|miasma}}, to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible {{L|crop|plants}}*, {{L|cheese}}, {{L|Quarry bush|leaves}}, cookable {{L|mill|milled}} plants (everything but the {{L|dye|dyes}}), {{L|fat}}, cookable {{L|extract|extracts}} ({{L|Dwarven syrup}} and all the {{L|milk|milks}}).  If you cook {{L|Alcohol|booze}}, include that.  If you want to reserve some edible plants for {{L|brew|brewing}}, leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|rat weed}}, {{L|fisher berry}} and {{L|sun berry}})''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable {{L|plant|plants}}*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|pig tail}}, {{L|cave wheat}}, {{L|sweet pod}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|longland grass}}, {{L|rat weed}}, {{L|fisher berry}}, {{L|rope reed}}, {{L|sliver barb}}, {{L|sun berry}}, {{L|whip vine}})''&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your {{L|still}} to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
=== Sparring ===&lt;br /&gt;
&lt;br /&gt;
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with.  This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm.  Enable all weapons you intend to train with.  Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter).  This should leave you with low damage bone, wood and silver weapons.  If you don't have any, assign an untrained dwarf to make copper weapons.&lt;br /&gt;
&lt;br /&gt;
Similarly, you can allocate a wood and bone ammo stockpile near your {{L|archery target}}.&lt;br /&gt;
&lt;br /&gt;
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle.  To avoid this you need a weapons locker...&lt;br /&gt;
&lt;br /&gt;
=== Weapons Locker ===&lt;br /&gt;
&lt;br /&gt;
A weapons stockpile containing only your best weapons and ammo.  Enable metals, but remove the low damage metals (silver, copper, bronze &amp;amp; bismuth bronze and iron in that order).  Remove low core qualities.  Be sure to turn off Unusable.  What is &amp;quot;low&amp;quot; and &amp;quot;high&amp;quot; quality is relative to the overall quality of your fortress' weapons.&lt;br /&gt;
&lt;br /&gt;
Be sure to leave your dwarves with something to fight with!  If the best you have is low quality copper weapons, enable that.  If you have a mix of low quality materials with high quality craftsmanship, and vice-versa, consult the {{L|Weapons#damage calculation|weapon damage calculation}} formulas to figure out which combo comes out best for you.&lt;br /&gt;
&lt;br /&gt;
Place this stockpile in a room with a door near your barracks.  When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons.  They'll have no choice but to pick up what's in the weapons locker with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117199</id>
		<title>v0.31:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117199"/>
		<updated>2010-06-07T19:17:27Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
{{L|Farm|Farms}} feed a wide array of workshops.  Farms directly feed the {{L|kitchen}}, {{L|still}}, {{L|millstone}} (or {{L|quern}}) and {{L|farmer's workshop}}.  The mill and farmer's workshop feed the {{L|loom}} and {{L|dyer}} which feed the {{L|clothier}}.  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner. Alternatively, it may be wise to ensure that fresh raw skins are not accepted by ''any'' stockpiles so that they may be taken directly from the butcher's shop to be tanned.&lt;br /&gt;
&lt;br /&gt;
Place a {{L|refuse stockpile}} nearby, behind an airlock to keep out the {{L|miasma}}, to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible {{L|crop|plants}}*, {{L|cheese}}, {{L|Quarry bush|leaves}}, cookable {{L|mill|milled}} plants (everything but the {{L|dye|dyes}}), {{L|fat}}, cookable {{L|extract|extracts}} ({{L|Dwarven syrup}} and all the {{L|milk|milks}}).  If you cook {{L|Alcohol|booze}}, include that.  If you want to reserve some edible plants for {{L|brew|brewing}}, leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|rat weed}}, {{L|fisher berry}} and {{L|sun berry}})''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable {{L|plant|plants}}*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|pig tail}}, {{L|cave wheat}}, {{L|sweet pod}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|longland grass}}, {{L|rat weed}}, {{L|fisher berry}}, {{L|rope reed}}, {{L|sliver barb}}, {{L|sun berry}}, {{L|whip vine}})''&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your {{L|still}} to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
=== Sparring ===&lt;br /&gt;
&lt;br /&gt;
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with.  This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm.  Enable all weapons you intend to train with.  Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter).  This should leave you with low damage bone, wood and silver weapons.  If you don't have any, assign an untrained dwarf to make copper weapons.&lt;br /&gt;
&lt;br /&gt;
Similarly, you can allocate a wood and bone ammo stockpile near your {{L|archery target}}.&lt;br /&gt;
&lt;br /&gt;
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle.  To avoid this you need a weapons locker...&lt;br /&gt;
&lt;br /&gt;
=== Weapons Locker ===&lt;br /&gt;
&lt;br /&gt;
A weapons stockpile containing only your best weapons and ammo.  Enable metals, but remove the low damage metals (silver, copper, bronze &amp;amp; bismuth bronze and iron in that order).  Remove low core qualities.  Be sure to turn off Unusable.  What is &amp;quot;low&amp;quot; and &amp;quot;high&amp;quot; quality is relative to the overall quality of your fortress' weapons.&lt;br /&gt;
&lt;br /&gt;
Be sure to leave your dwarves with something to fight with!  If the best you have is low quality copper weapons, enable that.  If you have a mix of low quality materials with high quality craftsmanship, and vice-versa, consult the {{L|Weapons#damage calculation|weapon damage calculation}} formulas to figure out which combo comes out best for you.&lt;br /&gt;
&lt;br /&gt;
Place this stockpile in a room with a door near your barracks.  When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons.  They'll have no choice but to pick up what's in the weapons locker with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117198</id>
		<title>v0.31:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=117198"/>
		<updated>2010-06-07T19:17:00Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: CPasta from 40d AFIK nothing changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
{{L|Farm|Farms}} feed a wide array of workshops.  Farms directly feed the {{L|kitchen}}, {{L|still}}, {{L|millstone}} (or {{L|quern}}) and {{L|farmer's workshop}}.  The mill and farmer's workshop feed the {{L|loom}} and {{L|dyer}} which feed the {{L|clothier}}.  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner. Alternatively, it may be wise to ensure that fresh raw skins are not accepted by ''any'' stockpiles so that they may be taken directly from the butcher's shop to be tanned.&lt;br /&gt;
&lt;br /&gt;
Place a {{L|refuse stockpile}} nearby, behind an airlock to keep out the {{L|miasma}}, to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible {{L|crop|plants}}*, {{L|cheese}}, {{L|Quarry bush|leaves}}, cookable {{L|mill|milled}} plants (everything but the {{L|dye|dyes}}), {{L|fat}}, cookable {{L|extract|extracts}} ({{L|Dwarven syrup}} and all the {{L|milk|milks}}).  If you cook {{L|Alcohol|booze}}, include that.  If you want to reserve some edible plants for {{L|brew|brewing}}, leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|rat weed}}, {{L|fisher berry}} and {{L|sun berry}})''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable {{L|plant|plants}}*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
:''(* {{L|plump helmet}}, {{L|pig tail}}, {{L|cave wheat}}, {{L|sweet pod}}, {{L|muck root}}, {{L|bloated tuber}}, {{L|prickle berry}}, {{L|wild strawberry}}, {{L|longland grass}}, {{L|rat weed}}, {{L|fisher berry}}, {{L|rope reed}}, {{L|sliver barb}}, {{L|sun berry}}, {{L|whip vine}})''&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your {{L|still}} to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
=== Sparring ===&lt;br /&gt;
&lt;br /&gt;
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with.  This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm.  Enable all weapons you intend to train with.  Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter).  This should leave you with low damage bone, wood and silver weapons.  If you don't have any, assign an untrained dwarf to make copper weapons.&lt;br /&gt;
&lt;br /&gt;
Similarly, you can allocate a wood and bone ammo stockpile near your {{L|archery target}}.&lt;br /&gt;
&lt;br /&gt;
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle.  To avoid this you need a weapons locker...&lt;br /&gt;
&lt;br /&gt;
=== Weapons Locker ===&lt;br /&gt;
&lt;br /&gt;
A weapons stockpile containing only your best weapons and ammo.  Enable metals, but remove the low damage metals (silver, copper, bronze &amp;amp; bismuth bronze and iron in that order).  Remove low core qualities.  Be sure to turn off Unusable.  What is &amp;quot;low&amp;quot; and &amp;quot;high&amp;quot; quality is relative to the overall quality of your fortress' weapons.&lt;br /&gt;
&lt;br /&gt;
Be sure to leave your dwarves with something to fight with!  If the best you have is low quality copper weapons, enable that.  If you have a mix of low quality materials with high quality craftsmanship, and vice-versa, consult the {{L|Weapons#damage calculation|weapon damage calculation}} formulas to figure out which combo comes out best for you.&lt;br /&gt;
&lt;br /&gt;
Place this stockpile in a room with a door near your barracks.  When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons.  They'll have no choice but to pick up what's in the weapons locker with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_layers&amp;diff=117197</id>
		<title>v0.31:Stone layers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_layers&amp;diff=117197"/>
		<updated>2010-06-07T19:12:03Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: CPasta from 40d AFIK nothing changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(For layering armor, see {{L|Armor#Size, Permit, and layering armor|Armor:Size, Permit, and layering armor}})''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four '''layers of stone''' in Dwarf Fortress. Each has different types of of {{L|ore}} and {{L|gems}} available. Layers are extremely important in site selection because it determines what {{L|metals}} there are to work with. Layers also help in determining where to begin {{L|exploratory mining}} depending on what is needed for the fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sedimentary ==&lt;br /&gt;
{{main|Sedimentary layer|l1 = Sedimentary layer}}&lt;br /&gt;
&lt;br /&gt;
Appears in a lighter shade on the embark menu. Often includes {{L|coal}}, {{L|iron}} {{L|ore}}, and all but one of the {{L|flux}} {{L|stones}}, all the components for making {{L|steel}}. Never found in the same {{L|biome}} as igneous extrusive. Full to the brim with &amp;lt;s&amp;gt;solid sexiness&amp;lt;/s&amp;gt; valuable and useful deposits. Only place to find {{L|bituminous coal}} and {{L|lignite}}, and {{L|iron}} {{L|ore}} in {{L|large clusters}} ({{L|magnetite}}). Good choice for {{L|Exploratory mining}}.&lt;br /&gt;
&lt;br /&gt;
== Metamorphic ==&lt;br /&gt;
{{main|Metamorphic layer|l1 = Metamorphic layer}}&lt;br /&gt;
&lt;br /&gt;
Contains a small variety of ores, but tends to be rich in gems. Includes {{L|marble}}, the only non-{{L|Sedimentary}} {{L|flux}}. If there are no {{L|flux}} {{L|sedimentary}} layers Metamorphics can be useful in the early stages but the lack of weapon quality {{L|ore}} (besides {{L|copper}} and {{L|silver}}) make it a poor choice for full scale {{L|Exploratory mining}} in the early game.&lt;br /&gt;
&lt;br /&gt;
== Igneous extrusive ==&lt;br /&gt;
{{main|Igneous extrusive layer|l1 = Igneous extrusive layer}}&lt;br /&gt;
&lt;br /&gt;
Appears in a darker shade on the embark menu. It is likely to include {{L|obsidian}} and metal {{L|ores}}. It also indicates a good chance of &amp;lt;s&amp;gt;liquid sexiness&amp;lt;/s&amp;gt; {{L|magma}} being present in some form or another. Never found in the same {{L|biome}} as sedimentary. Igneous extrusive layers can contain {{L|veins}} of {{L|Hematite}}, an ore of {{L|iron}}.&lt;br /&gt;
&lt;br /&gt;
== Igneous intrusive ==&lt;br /&gt;
{{main|Igneous intrusive layer|l1 = Igneous intrusive layer}}&lt;br /&gt;
&lt;br /&gt;
Like extrusive, also often contains &amp;lt;s&amp;gt;liquid sexiness&amp;lt;/s&amp;gt; {{L|magma}}, but farther down typically.&lt;br /&gt;
Often contains gold or copper ore.&lt;br /&gt;
&lt;br /&gt;
== Other layers ==&lt;br /&gt;
&lt;br /&gt;
=== Soil ===&lt;br /&gt;
{{main|Soil|l1 = Soil}}&lt;br /&gt;
&lt;br /&gt;
When soil is present, it will always be the top layer or two, above any stone layers. Appears in brown on the embark menu. Useful for growing {{L|crops}} and storage, but provides no rock for building. &lt;br /&gt;
&lt;br /&gt;
=== Aquifer ===&lt;br /&gt;
{{main|Aquifer|l1 = Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is not a separate layer, but overlaps one or more layers of stone.  When viewing the layers on the embark menu, it is indicated by a line of tildes(~) next to the layer(s) involved. This layer of water-generating stone can be used as a water source, but also can be a potential barrier to all layers below it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' {{L|Stone}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Stone Layers| }}&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=117196</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=117196"/>
		<updated>2010-06-07T19:06:04Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur: '''''fill in here''''' Comment: Strange mood may possess even dwarf children&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials IN THE ORDER THAT THEY REQUIRE THEM.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[40d:Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell {{verify}} ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[40d:butcher's shop|butcher's shop]] or a [[40d:tanner's shop|tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[40d:leather|leather]] or [[40d:bone|bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[40d:bone carver|bone carver]] or [[40d:leatherworker|leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal{{verify}}, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw turtles or lobsters at a fishery. That is, you must be able to fish them at your site, there is no way of trading for them.&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
&lt;br /&gt;
* Children can experience moods. With the correct mood, they will become Legendary (Stone, Wood, Rock) Craftsdwarfs.  However, when they become adults, they produce products as if they are of skill Dabbling only.&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds.&lt;br /&gt;
&lt;br /&gt;
As of DF2010, burrows seem to allow even better control over moody dwarfs' material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. &lt;br /&gt;
Moody dwarf will follow the burrow-definitions just like a regular worker.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bones]] or [[Shell]]&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, and they are actually asking for one of several objects. &amp;lt;sup&amp;gt;(Disputed -- [[DF2010 Talk:Strange mood|Discuss]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} or {{L|Magma glass furnace}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Anchovy&amp;diff=117195</id>
		<title>v0.31:Anchovy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Anchovy&amp;diff=117195"/>
		<updated>2010-06-07T18:58:44Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{VerminInfo|name=Anchovy|symbol=α|color=3:0:1|biome=* Temperate ocean&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''A tiny blue-green oceanic fish, found only in temperate waters.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_management&amp;diff=117193</id>
		<title>v0.31:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_management&amp;diff=117193"/>
		<updated>2010-06-07T18:53:31Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
=== Dump ===&lt;br /&gt;
This method is easy and useful. However, some view it as an exploit, and it may not be allowed in later versions.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
# Make a {{L|zone}} of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy {{L|workshop}}s, and mark it as a garbage dump.&lt;br /&gt;
# At your option mark the zone a stone stockpile.&lt;br /&gt;
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.  Alternatively, use the stocks menu (faster for mass dumping, but requires some {{L|bookkeeper}} labor first). You can also use {{k|d}},{{k|b}},{{k|d}} to designate mass items for dumping. You could also use a {{L|Macros_and_Keymaps#Designation_Dump|dumping macro}} to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and ''destroy'' the webs!&lt;br /&gt;
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.&lt;br /&gt;
# Every dumped stone will be marked as &amp;quot;{{L|Forbidden}}&amp;quot; Use the stocks menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' ({{k|d}}-{{k|b}}-{{k|c}}) to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. {{L|Macros_and_Keymaps|Macros}} may come in handy when employing this method.)''&lt;br /&gt;
* '''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile.&lt;br /&gt;
* '''Disadvantage''':&lt;br /&gt;
** Anything else you dump, will end up on those piles too.&lt;br /&gt;
** Dwarves will crawl over one another to get to a 1x1 dump.&lt;br /&gt;
** Take care not to lose overview if you use several or temporary dumps.&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Noise&amp;diff=116957</id>
		<title>v0.31:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Noise&amp;diff=116957"/>
		<updated>2010-06-05T01:03:33Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
Many activities cause noise in 3 dimensions radiating from the source. It will disturb dwarves that are sleeping giving them a slight bad thought, should they be woken by the noise.&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116954</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116954"/>
		<updated>2010-06-04T22:40:03Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* Room ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting builds ==&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
== Room ideas ==&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
Lobby Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
24 rooms ( can be edited to allow a central staircase/shaft removing center rooms )&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
&lt;br /&gt;
channelsymbol = 6&lt;br /&gt;
&lt;br /&gt;
==Raw Changes==&lt;br /&gt;
interface.txt&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:ZOOM_IN:REPEAT_SLOW]&lt;br /&gt;
[BUTTON:1:4] Causes a shift zoom for middle mouse-wheel -inverted too-&lt;br /&gt;
[BIND:ZOOM_OUT:REPEAT_SLOW]&lt;br /&gt;
[BUTTON:1:5] Similar to above&lt;br /&gt;
[BIND:CURSOR_UP_Z:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
[BUTTON:0:4] Binds Z axis to middle mouse-wheel&lt;br /&gt;
[BIND:CURSOR_DOWN_Z:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BUTTON:0:5] Similar to above&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bagok701&amp;diff=116953</id>
		<title>User talk:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bagok701&amp;diff=116953"/>
		<updated>2010-06-04T22:31:46Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* Herbalism/Growing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Herbalism/Growing ==&lt;br /&gt;
&lt;br /&gt;
Are you sure you're collecting ''seeds''? When collecting outdoor plants with an Herbalist, you get the raw plant, not the seed. For example, you will get wild strawberries, but not the strawberry seed. Brew the strawberries to obtain the seed for planting. [[User:LockeslyLCrit|LockeslyLCrit]] 10:37, 27 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My problem could have been that I was not brewing. I am playing on a small 2x2 lot so gathering above ground plants quickly is not much of an issue. (unless there is a bonus that having a high Herbalist that would affect farming). Wood is a precious commodity on a small map. Means no metal industry early on (have to mine coal or magma). Creating the problem of making enough barrels (wood or metal). Restricting the diet in the beginning could be an option. No fish/meat makes a dwarf eat plants, creating seeds.--[[User:Bagok701|Bagok701]] 21:42, 27 May 2010 (UTC)&lt;br /&gt;
::As far as I know, Herbalism doesn't affect farming, only gathering. As far as the lack of food options due to the lack of wood, I suggest turning on Hunting on one of your dwarves that has a weapon. A Woodcutter or Miner with no Ambushing skill can be (surprisingly enough) as effective as the typical crossbow Hunter, provided they aren't hunting anything that can fight back like elephants. If your map really doesn't have any animals (even in mountains, there are at least a few mountain goats running around), the alternative is to grab as many wild plants as you can with your Herbalist and farm the heck out of them (by selectively Forbidding other foods so your dwarves will eat the foods you want). If bad comes to worse, spend one wood to make an animal trap (via Carpenter's Workshop with a Trapper) and have that trapper Catch A Live Animal via the Butcher's Shop. You can only catch one small animal at a time, but they count as food items that don't spoil. Useful in an emergency, or if your dwarves are complaining about variety. You can do this until the next caravan arrives where you can (hopefully) trade for more wood. [[User:LockeslyLCrit|LockeslyLCrit]] 21:40, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=116951</id>
		<title>40d:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=116951"/>
		<updated>2010-06-04T22:20:01Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* jokermatt999's pump stack builder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Playing Dwarf Fortress means lots of typing.  Although the game has no internal macro/keymap system (except in alpha version 40d12), using an external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
#  Go to {{L|Utilities#AutoHotKey}} and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting Scripts==&lt;br /&gt;
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
== [http://sun2design.com/quickfort/ Quickfort] ==&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments). Many of the examples below can be reproduced in Quickfort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Built-in Macros ==&lt;br /&gt;
&lt;br /&gt;
With the release of df_28_181_40d13, Dwarf Fortress supports macros without any outside program. They can be created by hitting escape to access the options menu and choosing the Key Bindings section. Once in the Key Bindings menu hit Shift+Tab to open the macro screen. The macros you create here are saved in the file &amp;quot;\data\init\interface.txt&amp;quot;. Adding the following to the end of that file will create a macro that selects every item on the trade screen when you hit the tilde key (`).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:MACRO0]&lt;br /&gt;
[SYM:`]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Performance can be increased by changing the macro pause, MACRO_MS, from the default 150ms per command to zero.  Most dig macros can be created using combinations of the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[MACRO:CURSOR_UP:1]&lt;br /&gt;
[MACRO:CURSOR_DOWN:1]&lt;br /&gt;
[MACRO:CURSOR_LEFT:1]&lt;br /&gt;
[MACRO:CURSOR_RIGHT:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:DESIGNATE_DIG:1]&lt;br /&gt;
[MACRO:DESIGNATE_UNDO:1]&lt;br /&gt;
[MACRO:CURSOR_UP_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_DOWN_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_LEFT_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_RIGHT_FAST:1]&lt;br /&gt;
[MACRO:MACRO123:1]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Most of these should be self-explanatory. Each command is followed with a quantity.  To call other macros, use &amp;lt;pre&amp;gt;[MACRO:MACRO###:1]&amp;lt;/pre&amp;gt; Each new macro begins with a bind command, consisting of BIND, the macro number, and a description:&lt;br /&gt;
&amp;lt;pre&amp;gt;[BIND:MACRO11:dig_round_room]&amp;lt;/pre&amp;gt;  Spaces are not allowed in the description{{verify}}.  To bind this macro to a key, SYM is used.&amp;lt;pre&amp;gt;[SYM:Ctrl+Right]&amp;lt;/pre&amp;gt; Ctrl, Alt, and Shift combinations are allowed, but not chords with more than one{{verify}}, like Ctrl+Shift+Right.  Also, the windows, or meta key, does not appear to be supported{{verify}}. Macros appear to only be terminated by the start of a new macro (BIND command) or the end of the interface.txt file.&lt;br /&gt;
&lt;br /&gt;
Visit this [http://www.bay12games.com/forum/index.php?topic=40751.0 forum post] for additional macros, and discussion on macro creation.&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey Examples ==&lt;br /&gt;
&lt;br /&gt;
===Dumping===&lt;br /&gt;
&lt;br /&gt;
===={{L|GuiDumper.ahk}}====&lt;br /&gt;
This script allows the user to specify a range of squares to dump.&lt;br /&gt;
&lt;br /&gt;
====Stock Screen Dump====&lt;br /&gt;
Taken from an old version of [[User:Jackard|Jackard's user page]].&lt;br /&gt;
&lt;br /&gt;
To use, first have your bookeeper do enough desk work so you can view individual items in the stocks listing.  Then bring it up and press del to quickly mark stuff.  To adjust the key repeat rate, edit the KEY_HOLD_MS value in \data\init\init.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
del::&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
  send d{down}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
  send {del}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Designation Dump====&lt;br /&gt;
A dumping script by [[User:Dukederek|Dukederek]]:&lt;br /&gt;
&lt;br /&gt;
This script uses a system similar the commands in the designations menu to mark most of the contents of a large area for dumping. [[User:Dukederek|My talk page]] has more detailed instruction.&lt;br /&gt;
&lt;br /&gt;
Essentially you need to create two text files with the following titles and content. When playing DF it is safe to have blockdumpinit running constantly as long as you dont plan on using the ctrl-d combination for something else.&lt;br /&gt;
&lt;br /&gt;
'''blockdumpinit.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^d::&lt;br /&gt;
RunWait, &amp;quot;blockdumpmain.ahk&amp;quot;&lt;br /&gt;
Return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''blockdumpmain.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SetKeyDelay 25&lt;br /&gt;
return::&lt;br /&gt;
Send k&lt;br /&gt;
return&lt;br /&gt;
up::&lt;br /&gt;
Send w&lt;br /&gt;
return&lt;br /&gt;
left::&lt;br /&gt;
Send a&lt;br /&gt;
return&lt;br /&gt;
down::&lt;br /&gt;
Send s&lt;br /&gt;
return&lt;br /&gt;
right::&lt;br /&gt;
Send d&lt;br /&gt;
return&lt;br /&gt;
q::&lt;br /&gt;
ExitApp&lt;br /&gt;
return&lt;br /&gt;
shift::&lt;br /&gt;
x := 0&lt;br /&gt;
y := 1&lt;br /&gt;
Loop{&lt;br /&gt;
Input, keypress, B, {esc} , w,a,s,d,k,q&lt;br /&gt;
if keypress = w&lt;br /&gt;
{&lt;br /&gt;
y := --y&lt;br /&gt;
Send {up}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = s&lt;br /&gt;
{&lt;br /&gt;
y := ++y&lt;br /&gt;
Send {down}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = a&lt;br /&gt;
{&lt;br /&gt;
x := --x&lt;br /&gt;
Send {left}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = d&lt;br /&gt;
{&lt;br /&gt;
x := ++x&lt;br /&gt;
Send {right}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = k &lt;br /&gt;
{&lt;br /&gt;
break&lt;br /&gt;
}else if keypress = q&lt;br /&gt;
{&lt;br /&gt;
ExitApp&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
y := y / 2&lt;br /&gt;
z := y&lt;br /&gt;
z := Floor(z)&lt;br /&gt;
z := y/z&lt;br /&gt;
Send d{NumpadAdd}d&lt;br /&gt;
If z = 0&lt;br /&gt;
{	&lt;br /&gt;
If x = 0&lt;br /&gt;
ExitApp&lt;br /&gt;
Else{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
}&lt;br /&gt;
}If z &amp;lt;&amp;gt; 1&lt;br /&gt;
{&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}&lt;br /&gt;
}Else If z = 1&lt;br /&gt;
{&lt;br /&gt;
y := y + 0.5&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Send d{NumpadSub}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewalling ===&lt;br /&gt;
Taken from [[User:Valdemar|Valdemar's user page]].&lt;br /&gt;
&lt;br /&gt;
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with AutoHotkey. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.&lt;br /&gt;
&lt;br /&gt;
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$^+Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
$^!Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProcessEvent(direction, type)&lt;br /&gt;
{   &lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send %type%&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {%direction%}&lt;br /&gt;
    Loop&lt;br /&gt;
    {&lt;br /&gt;
        if not GetKeyState(direction, &amp;quot;P&amp;quot;) &lt;br /&gt;
            break  &lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send %type%&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {%direction%}&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grid-by-grid designation===&lt;br /&gt;
For easier diagonal and fancy mining.  Assumes that DF is active.  &amp;quot;^!&amp;quot; means ctrl-alt-direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^!NumpadEnd::&lt;br /&gt;
send {Enter}{Enter}{NumpadEnd}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadDown::&lt;br /&gt;
send {Enter}{Enter}{NumpadDown}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgDn::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgDn}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadLeft::&lt;br /&gt;
send {Enter}{Enter}{NumpadLeft}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadRight::&lt;br /&gt;
send {Enter}{Enter}{NumpadRight}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadHome::&lt;br /&gt;
send {Enter}{Enter}{NumpadHome}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadUp}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgUp}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Embark Settings macros===&lt;br /&gt;
These macros are used to ease the setup of skills and supplies before you embark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Improved Food/Alcohol buying macro====&lt;br /&gt;
This macro buys all the cost-2 food (that I have seen), as well as the four types of alcohol.  Just press ctrl+f on the Items screen.&lt;br /&gt;
It can deal with meat or drink that you already have, or is not currently featured.   By [[User:Redfenix|Redfenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^f::&lt;br /&gt;
&lt;br /&gt;
send ndwarven{SPACE}ale{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}rum{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}beer{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}wine{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}{F9}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===='First Fortress' setup====&lt;br /&gt;
This macro works with the default setup of DF, and starts you with (almost) the setup suggested in the &amp;quot;Your first fortress&amp;quot; tutorial.  The amounts are adjustable with the variables at the top of the macro.&lt;br /&gt;
&amp;lt;pre&amp;gt;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; materialplanner.ahk					  	;&lt;br /&gt;
; this is a ahk script to set up the embark settings roughly as	;&lt;br /&gt;
;suggested in the &amp;quot;your first fortress&amp;quot; tutorial.  Inventory	;&lt;br /&gt;
;can be customized slightly.					;&lt;br /&gt;
; use ctrl+shift+e to run				  	;&lt;br /&gt;
;							  	;&lt;br /&gt;
; NOTEs:						  	;&lt;br /&gt;
; change variables to suit your desires			 	;&lt;br /&gt;
; the fourth guy is a Stonecrafter instead of Herbalist		;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
;;VARIABLES;;&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
PICKS = 2	;number of picks to pack&lt;br /&gt;
AXES = 1 	;number of axes to pack&lt;br /&gt;
ANVILS = 0	;number of anvils to pack&lt;br /&gt;
MEATS = 7	;how much meat to take, each buys one of each cheap type (total number depends on locale)&lt;br /&gt;
DRINKS = 26	;how many drinks to take, each one buys 4 drinks, one of each type&lt;br /&gt;
SEEDS = 5	;each increment buys 5 plump helmet spawn, 2 pig tail, and 2 rock nuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SetKeyDelay, 12	;Key delay, to keep Dwarf Fortress from being overwhelmed.&lt;br /&gt;
		;Set higher if you get weird results, or lower to get the&lt;br /&gt;
		;script to run faster&lt;br /&gt;
SLEEPTIME = 12	;same thing, only used in the repeated key press loops though&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
;;The code;;&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
^+e::&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;remove all of the items&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
loop 105{&lt;br /&gt;
	Send {NumpadSub}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
			;place the skills&lt;br /&gt;
			;first guy&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
Send {right}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;novice appraiser&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;novice Judge of Intent&lt;br /&gt;
Send {Up}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;competent gem setter&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;second guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Mason&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;third guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Carpenter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Wood Cutter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fourth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Grower&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Down}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Stone Crafter&lt;br /&gt;
loop 9{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fifth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Mechanic&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Building Designer&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;sixth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Weaponsmith&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Armorsmith&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;seventh guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Cook&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Brewer&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
			;do the inventory&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
			;Meat&lt;br /&gt;
&lt;br /&gt;
if MEATS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
tmp := MEATS - 1&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;copper picks&lt;br /&gt;
if PICKS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}copper picks{Right}{Enter}&lt;br /&gt;
tmp := PICKS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Axes&lt;br /&gt;
if AXES &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}steel axes{Right}{Enter}&lt;br /&gt;
tmp := AXES - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Seeds&lt;br /&gt;
if SEEDS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
send {n}Rock nuts{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}plump helmet spawn{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}Pig tail Seeds{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
&lt;br /&gt;
tmp := SEEDS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
			;Anvils&lt;br /&gt;
if ANVILS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}iron anvils{Right}{Enter}&lt;br /&gt;
tmp := ANVILS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Drinks&lt;br /&gt;
if DRINKS &amp;gt; 0{&lt;br /&gt;
send {n}Dwarven ale{Right}{Enter}&lt;br /&gt;
send {n}Dwarven beer{Right}{Enter}&lt;br /&gt;
send {n}Dwarven wine{Right}{Enter}&lt;br /&gt;
send {n}Dwarven rum{Right}{Enter}&lt;br /&gt;
&lt;br /&gt;
tmp := DRINKS - 1&lt;br /&gt;
loop 4{&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A more modular approach===&lt;br /&gt;
Hit WIN+G to go once you are on the empty item screen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#g::&lt;br /&gt;
;add an anvil&lt;br /&gt;
Additem(&amp;quot;iron anvils&amp;quot;,1)&lt;br /&gt;
;add 31 of the boozes (kind of iffy might end up with dwarven cheese or something if the civilization does not have 4 boozes)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
;adds copper nuggets &lt;br /&gt;
Additem(&amp;quot;copper n&amp;quot;,5)&lt;br /&gt;
;adds cassiterite&lt;br /&gt;
Additem(&amp;quot;cass&amp;quot;,5)&lt;br /&gt;
;bitumous coal&lt;br /&gt;
Additem(&amp;quot;coal&amp;quot;,5)&lt;br /&gt;
;tower cap logs&lt;br /&gt;
Additem(&amp;quot;logs&amp;quot;,11)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
IsCurrentItemThere()&lt;br /&gt;
{&lt;br /&gt;
	;color of text in the new item screen 0xFFFF00(selected) or 0x808000 (unselected)&lt;br /&gt;
	;location of text in the new item screen 305, 150&lt;br /&gt;
	PixelSearch, , , 305, 150, 315, 160, 0x808000, 3,&lt;br /&gt;
	return !ErrorLevel&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AddItem(name,amount)&lt;br /&gt;
{&lt;br /&gt;
	Sleep 100&lt;br /&gt;
	amount -= 1&lt;br /&gt;
	SetKeyDelay 150&lt;br /&gt;
	SendInput n&lt;br /&gt;
	SendInput %name%&lt;br /&gt;
	;MsgBox Name Check&lt;br /&gt;
	Sleep 200&lt;br /&gt;
	if IsCurrentItemThere() &lt;br /&gt;
	{&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		SendInput {Right}&lt;br /&gt;
		SendInput {Enter}&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		Loop&lt;br /&gt;
		{&lt;br /&gt;
			if amount &amp;lt;= 0 &lt;br /&gt;
			{&lt;br /&gt;
				break&lt;br /&gt;
			}&lt;br /&gt;
			SendInput {NumpadAdd}&lt;br /&gt;
			Sleep 10&lt;br /&gt;
			amount --&lt;br /&gt;
		}&lt;br /&gt;
		;MsgBox Done&lt;br /&gt;
	}&lt;br /&gt;
	else &lt;br /&gt;
	{&lt;br /&gt;
		SendInput {F9}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bed Assigning macro===&lt;br /&gt;
This will assign bedrooms to your dwarfs. Press F3 followed by a single digit indicating how many beds to assign. Can repeat the action, as the number of beds assigned is stored in a counter. Room size is default, but easily edited into the script. By [[User:Napsterbater|Napsterbater]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
bedcounter = 0&lt;br /&gt;
F3::&lt;br /&gt;
  Input, counter, L1&lt;br /&gt;
  SetKeyDelay, 100&lt;br /&gt;
  loop  %counter% {&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {Down}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {Down}&lt;br /&gt;
    send {q}{r}{Enter}{a}&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    send {NumPadAdd}{Enter}&lt;br /&gt;
    send {space}{r}&lt;br /&gt;
  }&lt;br /&gt;
  bedcounter += counter&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Room-designation macros===&lt;br /&gt;
&lt;br /&gt;
====Valdemar's Designator Macro====&lt;br /&gt;
This macro can read a spreadsheet and designate rooms according to it. [http://www.bay12games.com/forum/index.php?topic=1428.0 Version 1]&lt;br /&gt;
&lt;br /&gt;
Version 2 of this macro apparently only works in versions up to and including 38c {{verify}}, and can be found here: [http://www.bay12games.com/forum/index.php?topic=1890.0 Version 2]&lt;br /&gt;
&lt;br /&gt;
====Fedor's chambered circle====&lt;br /&gt;
A circular room with eight equal-sized chambers, suitable for everything from housing to workshops to a mausoleum.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mkv25.net/dfma/movie-216-room-designationmacro01 See this macro in action]&amp;lt;br&amp;gt;&lt;br /&gt;
{{L|Macros_and_Keymaps_Examples#Room-designation Macro 01|Macro text}}&lt;br /&gt;
&lt;br /&gt;
====Valdemar's bedroom complex====&lt;br /&gt;
A large fractal bedroom/dining complex, with 56 bedrooms and room for 24 tables.&lt;br /&gt;
&lt;br /&gt;
You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.&lt;br /&gt;
&lt;br /&gt;
Note - the macro is much faster than the demo movie shows, it is done in under a minute.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-252 Demo Movie]&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/fractalbr.zip Download]&lt;br /&gt;
&lt;br /&gt;
====Tulip's room macros====&lt;br /&gt;
Based on {{L|Bedroom_design|the bedroom designs.}}&lt;br /&gt;
&lt;br /&gt;
^g means alt+g, !g means ctrl+g, and so on.&lt;br /&gt;
Open up the designations window before using these:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; This will make a basic 'x' pattern workshop/room layout&lt;br /&gt;
; and will 'land' back on the same tile it starts on each time,&lt;br /&gt;
; which happens to be the center.&lt;br /&gt;
; It is modified so that you will have 3 staircases, and an extra tile&lt;br /&gt;
; because many workshops do not have corner access.&lt;br /&gt;
!r::&lt;br /&gt;
Send di2{enter}88{enter}4d{enter}4{enter}67{enter}77{enter}66666666&lt;br /&gt;
Send {enter}11{enter}1{enter}6{enter}114{enter}4{enter}2{enter}11{enter}&lt;br /&gt;
Send 66666666{enter}77{enter}7{enter}6{enter}74&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms only.&lt;br /&gt;
; Your cursor will be over the left staircase.&lt;br /&gt;
!g::&lt;br /&gt;
Send i999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}&lt;br /&gt;
Send d3{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 78{enter}44{enter}8{enter}{enter}&lt;br /&gt;
Send 96{enter}88{enter}6{enter}{enter}	&lt;br /&gt;
Send 32{enter}66{enter}2{enter}{enter}&lt;br /&gt;
Send 96{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 1444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 88{enter}88{enter}6{enter}{enter}&lt;br /&gt;
Send 78{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 66{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 14{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}7i{enter}{enter}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms plus dining.&lt;br /&gt;
; Everything above applies.&lt;br /&gt;
^g::&lt;br /&gt;
Send i{enter}{enter}999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}d&lt;br /&gt;
Send 444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 9966{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 7788{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 1144{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 36{enter}8886666666{enter}&lt;br /&gt;
Send 9{enter}4444444{enter}&lt;br /&gt;
Send 8{enter}6666{enter}744{enter}{enter}&lt;br /&gt;
Send 222222441{enter}6666666{enter}&lt;br /&gt;
Send {enter}22{enter}8{enter}4444{enter}&lt;br /&gt;
Send 7778&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; This makes THLawrence's Living Pods (the A is for Arabia).&lt;br /&gt;
; Put your cursor where you want the upper left staircase to be.&lt;br /&gt;
; Like my other scripts, it recenters on that tile.&lt;br /&gt;
; Also, thank you THLawrence, this one was really easy write!&lt;br /&gt;
!a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 96666666&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 33222&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 7444&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 9988888&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes the lobby for THLawrence's Living pods.&lt;br /&gt;
^a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}66{enter}9{enter}66{enter}3{enter}41i{enter}{enter}&lt;br /&gt;
Send 36d{enter}1444444{enter}&lt;br /&gt;
Send 74{enter}1{enter}22{enter}3{enter}3i{enter}{enter}d1{enter}1{enter}666{enter}9{enter}&lt;br /&gt;
Send 66{enter}3{enter}66{enter}9{enter}88{enter}7{enter}74{enter}1144{enter}&lt;br /&gt;
Send 36666i{enter}{enter}777777&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====LordGrunt's room macro====&lt;br /&gt;
Based on 1 of the fractal {{L|Bedroom_design|bedroom designs.}}&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-1226-fractalbedrooms Demo Movie]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; Fractal Apts&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of left up staircase&lt;br /&gt;
;&lt;br /&gt;
; ALT+G to generate,&lt;br /&gt;
; CTRL+ALT+G to erase in case of failure&lt;br /&gt;
;&lt;br /&gt;
     &lt;br /&gt;
!g::&lt;br /&gt;
base_cross()&lt;br /&gt;
sleep 100&lt;br /&gt;
mid_sqr()&lt;br /&gt;
sleep 100&lt;br /&gt;
corridors()&lt;br /&gt;
sleep 100&lt;br /&gt;
all_rooms()&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
base_cross()&lt;br /&gt;
{&lt;br /&gt;
Send i{ENTER}3{ENTER}&lt;br /&gt;
Send d1{ENTER}6{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+28{ENTER}&lt;br /&gt;
Send d{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+888{ENTER}4{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+82{ENTER}&lt;br /&gt;
Send d{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+24{ENTER}2{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+46{ENTER}&lt;br /&gt;
Send d{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+666{ENTER}8{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+64{ENTER}&lt;br /&gt;
Send d{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4474{SHIFT}+8{SHIFT}+888888{ENTER}66666{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+2222{ENTER}8&lt;br /&gt;
Send d{SHIFT}+8{SHIFT}+88884488888{SHIFT}+6{SHIFT}+6666666{ENTER}22222{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4444{ENTER}6&lt;br /&gt;
}&lt;br /&gt;
mid_sqr()&lt;br /&gt;
{&lt;br /&gt;
Send d{SHIFT}+3666&lt;br /&gt;
send d{ENTER}{SHIFT}+9{SHIFT}+999999{ENTER}1{ENTER}9999{ENTER}9{ENTER}111{ENTER}&lt;br /&gt;
send d{SHIFT}+1{SHIFT}+1{SHIFT}+1{ENTER}999{ENTER}99{ENTER}1111{ENTER}99&lt;br /&gt;
send d{SHIFT}+8{SHIFT}+8{SHIFT}+8444{ENTER}333{ENTER}33{ENTER}7777{ENTER}&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+37{ENTER}333{ENTER}7{ENTER}7777{ENTER}&lt;br /&gt;
}&lt;br /&gt;
corridors()&lt;br /&gt;
{&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+7999{ENTER}{SHIFT}+6{SHIFT}+6{SHIFT}+66{ENTER}&lt;br /&gt;
send d333333{ENTER}{SHIFT}+2{SHIFT}+2{SHIFT}+22{ENTER}&lt;br /&gt;
send d111111{ENTER}{SHIFT}+4{SHIFT}+4{SHIFT}+44{ENTER}&lt;br /&gt;
send d777777{ENTER}{SHIFT}+8{SHIFT}+8{SHIFT}+88{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d3333222{ENTER}{SHIFT}+466{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888{ENTER}{SHIFT}+644{ENTER}&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+6{SHIFT}+6333&lt;br /&gt;
send d{ENTER}{SHIFT}+466{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888{ENTER}{SHIFT}+644{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+1966&lt;br /&gt;
send d{ENTER}{SHIFT}+288{ENTER}&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666{ENTER}{SHIFT}+822{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+8{SHIFT}+8777&lt;br /&gt;
send d{ENTER}{SHIFT}+288{ENTER}&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666{ENTER}{SHIFT}+822{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d999988{ENTER}{SHIFT}+64{ENTER}&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+3777{ENTER}{SHIFT}+28{ENTER}&lt;br /&gt;
send d{SHIFT}+1{SHIFT}+1{SHIFT}+1999{ENTER}{SHIFT}+46{ENTER}&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+7333{ENTER}{SHIFT}+82{ENTER}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
rooms_up()&lt;br /&gt;
{&lt;br /&gt;
send d78{ENTER}96{ENTER}&lt;br /&gt;
send d223{ENTER}32{ENTER}&lt;br /&gt;
send d44444{ENTER}87{ENTER}&lt;br /&gt;
send d63{ENTER}{ENTER}98{ENTER}{ENTER}23{ENTER}{ENTER}7&lt;br /&gt;
}&lt;br /&gt;
rooms_down()&lt;br /&gt;
{&lt;br /&gt;
send d32{ENTER}14{ENTER}&lt;br /&gt;
send d887{ENTER}78{ENTER}&lt;br /&gt;
send d66666{ENTER}32{ENTER}&lt;br /&gt;
send d74{ENTER}{ENTER}21{ENTER}{ENTER}78{ENTER}{ENTER}3&lt;br /&gt;
}&lt;br /&gt;
rooms_left()&lt;br /&gt;
{&lt;br /&gt;
send d14{ENTER}87{ENTER}&lt;br /&gt;
send d996{ENTER}63{ENTER}&lt;br /&gt;
send d2222{ENTER}41{ENTER}&lt;br /&gt;
send d98{ENTER}{ENTER}47{ENTER}{ENTER}96{ENTER}{ENTER}1&lt;br /&gt;
}&lt;br /&gt;
rooms_right()&lt;br /&gt;
{&lt;br /&gt;
send d96{ENTER}32{ENTER}&lt;br /&gt;
send d114{ENTER}47{ENTER}&lt;br /&gt;
send d8888{ENTER}96{ENTER}&lt;br /&gt;
send d21{ENTER}{ENTER}63{ENTER}{ENTER}14{ENTER}{ENTER}9&lt;br /&gt;
}&lt;br /&gt;
;======= WIDE&lt;br /&gt;
rooms_upw()&lt;br /&gt;
{&lt;br /&gt;
send d78{ENTER}966{ENTER}&lt;br /&gt;
send d223{ENTER}32{ENTER}&lt;br /&gt;
send d444444{ENTER}87{ENTER}&lt;br /&gt;
send d63{ENTER}{ENTER}98{ENTER}6{ENTER}23{ENTER}{ENTER}74&lt;br /&gt;
}&lt;br /&gt;
rooms_downw()&lt;br /&gt;
{&lt;br /&gt;
send d32{ENTER}144{ENTER}&lt;br /&gt;
send d887{ENTER}78{ENTER}&lt;br /&gt;
send d666666{ENTER}32{ENTER}&lt;br /&gt;
send d74{ENTER}{ENTER}21{ENTER}4{ENTER}78{ENTER}{ENTER}36&lt;br /&gt;
}&lt;br /&gt;
rooms_leftw()&lt;br /&gt;
{&lt;br /&gt;
send d14{ENTER}887{ENTER}&lt;br /&gt;
send d996{ENTER}63{ENTER}&lt;br /&gt;
send d22222{ENTER}41{ENTER}&lt;br /&gt;
send d98{ENTER}{ENTER}47{ENTER}8{ENTER}96{ENTER}{ENTER}12&lt;br /&gt;
}&lt;br /&gt;
rooms_rightw()&lt;br /&gt;
{&lt;br /&gt;
send d96{ENTER}322{ENTER}&lt;br /&gt;
send d114{ENTER}47{ENTER}&lt;br /&gt;
send d88888{ENTER}96{ENTER}&lt;br /&gt;
send d21{ENTER}{ENTER}63{ENTER}2{ENTER}14{ENTER}{ENTER}98&lt;br /&gt;
}&lt;br /&gt;
;============&lt;br /&gt;
rooms3up()&lt;br /&gt;
{&lt;br /&gt;
send d8888888&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d1111222&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d66666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d4444&lt;br /&gt;
}&lt;br /&gt;
rooms3down()&lt;br /&gt;
{&lt;br /&gt;
send d2222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d7777888&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d66666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d4444&lt;br /&gt;
}&lt;br /&gt;
rooms3left()&lt;br /&gt;
{&lt;br /&gt;
send d4444444&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d9999666&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d22222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d8888&lt;br /&gt;
}&lt;br /&gt;
rooms3right()&lt;br /&gt;
{&lt;br /&gt;
send d6666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d22222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d8888&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;==========&lt;br /&gt;
all_rooms()&lt;br /&gt;
{&lt;br /&gt;
;left wide:&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d222222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_leftw()&lt;br /&gt;
;bottom wide:&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+3{SHIFT}+378&lt;br /&gt;
rooms_downw()&lt;br /&gt;
send d9999888&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d444444444&lt;br /&gt;
rooms_left()&lt;br /&gt;
;right wide:&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+999{SHIFT}+66&lt;br /&gt;
rooms_rightw()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d222222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
;top wide&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+777{SHIFT}+88&lt;br /&gt;
rooms_upw()&lt;br /&gt;
send d1111222&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d666666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
;remainin 9-room chambers&lt;br /&gt;
send d{SHIFT}+26666&lt;br /&gt;
rooms3right()&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666&lt;br /&gt;
rooms3left()&lt;br /&gt;
send d{SHIFT}+1111&lt;br /&gt;
rooms3up()&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888&lt;br /&gt;
rooms3down()&lt;br /&gt;
send d{SHIFT}+3333&lt;br /&gt;
rooms3left()&lt;br /&gt;
send d{SHIFT}+6{SHIFT}+6444&lt;br /&gt;
rooms3right()&lt;br /&gt;
send d{SHIFT}+9999&lt;br /&gt;
rooms3down()&lt;br /&gt;
send d{SHIFT}+8{SHIFT}+8222&lt;br /&gt;
rooms3up()&lt;br /&gt;
;send d{SHIFT}+7777&lt;br /&gt;
;rooms3right()&lt;br /&gt;
;send d{SHIFT}+2{SHIFT}+4666&lt;br /&gt;
;rooms3left()&lt;br /&gt;
send d1111144499{ENTER}{SHIFT}+1{SHIFT}+4{SHIFT}+41{ENTER}&lt;br /&gt;
send d77444444444{ENTER}8888888{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+6666{ENTER}&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+487{ENTER}{SHIFT}+1{SHIFT}+2{SHIFT}+21{ENTER}&lt;br /&gt;
send d33222222222{ENTER}6666666{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+8888{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2221111&lt;br /&gt;
send i{ENTER}3{ENTER}7&lt;br /&gt;
deco()&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
deco()&lt;br /&gt;
{&lt;br /&gt;
send x77774{ENTER}{ENTER}9{ENTER}{ENTER}6669{ENTER}6{ENTER}3666{ENTER}{ENTER}3{ENTER}{ENTER}&lt;br /&gt;
send x2223{ENTER}2{ENTER}1222{ENTER}{ENTER}1{ENTER}{ENTER}1444{ENTER}4{ENTER}4447&lt;br /&gt;
send x{ENTER}{ENTER}7{ENTER}{ENTER}7888{ENTER}8{ENTER}666666&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
; CTRL+ALT+G to erase all&lt;br /&gt;
!^g::&lt;br /&gt;
send x{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{ENTER}{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{ENTER}{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pyrofyr's room macro====&lt;br /&gt;
Based on Palin88's Apartment design based on Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Pyrofor_room_macro.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
 * Macro by Pyrofyr for Room Design -- Cleaned up by 0x517A5D&lt;br /&gt;
 * Enter (d)esignate mode, position the cursor where you want the&lt;br /&gt;
 * middle of the design to be, then press Ctrl+Alt+D to start the Macro.&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
;Attn Pyrofor: for slash-star style comments, the ending star-slash must&lt;br /&gt;
;be the first thing on its line.  Otherwise the comment isn't terminated.&lt;br /&gt;
&lt;br /&gt;
#SingleInstance Force&lt;br /&gt;
#IfWinActive, Dwarf Fortress&lt;br /&gt;
SetKeyDelay 0,, Play&lt;br /&gt;
&lt;br /&gt;
; Ctrl+Alt+D&lt;br /&gt;
^!d::&lt;br /&gt;
send d{NumPadUp 18}{NumPadLeft 18}&lt;br /&gt;
;Attn Pyrofor: note how repeated keystrokes are done in AHK.&lt;br /&gt;
;no need for tehLoop().&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadRight 18}&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadLeft 18}&lt;br /&gt;
send {NumPadDown 18}&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadRight 18}&lt;br /&gt;
directions()&lt;br /&gt;
middle()&lt;br /&gt;
stairs()&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
directions()&lt;br /&gt;
{&lt;br /&gt;
    ;hallway box&lt;br /&gt;
    send {Enter}{NumPadRight 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadDown 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadLeft 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadUp 18}{Enter}&lt;br /&gt;
    ;indentations on box&lt;br /&gt;
    send {Enter}{NumPadRight 1}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 6}{Enter}{NumPadDown 2}{NumPadRight 1}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 6}{Enter}{NumPadDown 1}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadRight 4}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadUp 1}{Enter}&lt;br /&gt;
    send {NumPadUp 6}{Enter}{NumPadUp 2}{NumPadLeft 1}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadUp 6}{Enter}{NumPadUp 1}{Enter}&lt;br /&gt;
    send {NumPadLeft 6}{Enter}{NumPadLeft 4}{Enter}&lt;br /&gt;
    ; middle hallways&lt;br /&gt;
    send {NumPadRight 2}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{Enter}{NumPadDown 4}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadUp 8}{NumPadLeft 6}{Enter}{NumPadRight 14}{Enter}&lt;br /&gt;
    ; cross apartments, horizontal segments&lt;br /&gt;
    send {NumPadDown 4}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 3}{Enter}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 3}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadDown 3}{NumPadRight 2}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 8}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadUp 5}{NumPadLeft 1}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 6}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 4}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 3}{NumPadUp 2}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 3}{Enter}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 3}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 3}{NumPadRight 2}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 8}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    ; cross apartments, vertical segments&lt;br /&gt;
    send {NumPadRight 1}{NumPadDown 2}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 6}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 3}{NumPadLeft 2}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadUp 3}{Enter}{NumPadUp 6}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadUp 3}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 3}{NumPadDown 2}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 8}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 4}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 8}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 2}{NumPadLeft 3}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadDown 3}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 3}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 2}{NumPadUp 3}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 6}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 4}{NumPadLeft 2}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
middle()&lt;br /&gt;
{&lt;br /&gt;
    send {NumPadUp 10}{NumPadLeft 2}{Enter}{NumPadRight 4}{NumPadDown 20}{Enter}&lt;br /&gt;
    send {NumPadUp 5}{NumPadRight 1}{Enter}{NumPadUp 10}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 1}{Enter}{NumPadDown 8}{NumPadRight 8}{Enter}&lt;br /&gt;
    send {NumPadUp 2}{NumPadRight 1}{Enter}{NumPadUp 4}{NumPadLeft 10}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 6}{Enter}{NumPadDown 2}{NumPadRight 22}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 11}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
stairs()&lt;br /&gt;
{&lt;br /&gt;
    send i{NumPadUp 18}{NumPadLeft 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadDown 9}{NumPadRight 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 9}{NumPadUp 18}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Exploration Mining in 2 steps===&lt;br /&gt;
This macro will make a 5 row, 11 column UP/DOWN stairway grid (2 empty spaces between each row/column).&amp;lt;br&amp;gt;&lt;br /&gt;
Starting point as indicated (row 3, column 11)&amp;lt;br&amp;gt;&lt;br /&gt;
'''MUST BE IN DESIGNATION MODE WITH CURSOR AT THE ''&amp;lt;-- START HERE'' LOCATION'''&amp;lt;br&amp;gt;&lt;br /&gt;
Link is &amp;lt;ctrl&amp;gt; &amp;lt;windowskey&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
Dive is &amp;lt;ctrl&amp;gt; &amp;lt;alt&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Link&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X &amp;lt;-- start here&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Filename is ExploreMine-Link.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Link&lt;br /&gt;
^#`::&lt;br /&gt;
&lt;br /&gt;
send d&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(9,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dive&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X &amp;lt;-- start here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Filename is ExploreMine-Dive.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Dive&lt;br /&gt;
^!`::&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fancy Exploration Mining===&lt;br /&gt;
This script digs a connected series of mine shafts, as in {{L|Mineshaft Stitching}}. Start this script in the upper-left corner of the area you want to explore. Set the spacing to a value greater than 1 if you want to look for large clusters. Note that this pattern creates a very long walkway back to the start of the mineshafts. If you do not excavate routinely, consider connecting the top-level paths of areas you have already explored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; stitching.ahk					   ;&lt;br /&gt;
 ; this is an ahk script to place exploratory mine shafts. ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+s to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+c		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts		   ;&lt;br /&gt;
 ; This version resets it's state so that it can be re-run ;&lt;br /&gt;
 ; without having to reload the script			   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ; Based on a script by Seth Fogarty,		           ;&lt;br /&gt;
 ; Which was based on a script by StrawberryBunny	   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
depth = 3&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
DropShaft(vertdir, depth, wait)&lt;br /&gt;
{&lt;br /&gt;
	Send i&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
 ^+c::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox depth, Input Depth, Mineshaft depth: z-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+s::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	DropShaft(vdir, depth, wait)&lt;br /&gt;
        if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		vdir = +,&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		vdir = +.&lt;br /&gt;
	}&lt;br /&gt;
	Send d&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
DropShaft(vdir, depth, wait)&lt;br /&gt;
if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
{&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send +,&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	vdir = +.&lt;br /&gt;
}	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Upstairs Mineshaft Finisher===&lt;br /&gt;
This script is used to create a series of up staircases in a pattern for use with mineshaft scripts (like the mineshaft stitching above). Most mineshaft scripts use up/down staircases all the way to the bottom, but the lowest z-level will not allow up/down staircases so you mineshafts will be unfinished. This script allows you to correct this problem and place up stairs where the up/down stairs would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; Upstair stitching.ahk				   ;&lt;br /&gt;
 ; this is an ahk script to place up stairs at regular	   ;&lt;br /&gt;
 ; intervals (useful for completing mine shafts).	   ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+u to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+p		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts		   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ; Based on a script by Seth Fogarty,		           ;&lt;br /&gt;
 ; Which was based on a script by StrawberryBunny	   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
 ^+p::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+u::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	Send u&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
Send u&lt;br /&gt;
Send {Enter}&lt;br /&gt;
Send {Enter}&lt;br /&gt;
Sleep %wait%&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interface Enhancement Scripts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The MOUSE control====&lt;br /&gt;
For unrivaled mouse control in DF try [http://www.dwarffortresswiki.net/index.php/User:Digger this DF Mouse script]&lt;br /&gt;
&lt;br /&gt;
====Tile Counter or Scrolling Accelerator====&lt;br /&gt;
Lack of reference plus slow scroll speed make planning digging area frustrating,so here is the script that shows coordinate and speed scrolling up.&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/User:Daedalusai ShowXY]&lt;br /&gt;
&lt;br /&gt;
===4-Pour Water Creation script===&lt;br /&gt;
For Automating creation of water using Gibbeds Tweak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;	4-pour.ahk&lt;br /&gt;
;	Dwarf fortress water creation script.&lt;br /&gt;
;&lt;br /&gt;
;Use this script in conjunction with Gibbeds Dwarf Fortress Tweak to create endless amounts of water.;&lt;br /&gt;
;&lt;br /&gt;
;Directions&lt;br /&gt;
;&lt;br /&gt;
;1. Have DF running and position the screen such that when you press &amp;quot;K&amp;quot; the X will appear where you &lt;br /&gt;
&lt;br /&gt;
;want the water to appear.&lt;br /&gt;
;2. Have Gbbed's Dwarf Fortress tweak running in the background (with the proper process selected)&lt;br /&gt;
;3. run the 4-pour script&lt;br /&gt;
;4. press alt-p to get Pouring&lt;br /&gt;
;&lt;br /&gt;
;The script will then begin a cycle that moves the cursor around in a little 2x2 square editing each &lt;br /&gt;
&lt;br /&gt;
;tile to have 7/7 of water, it then pauses for a half a seond to let the water flow a bit, and repeats. &lt;br /&gt;
&lt;br /&gt;
;It does this until you..&lt;br /&gt;
;&lt;br /&gt;
;5. press and hold &amp;lt;shift&amp;gt; to stop&lt;br /&gt;
;&lt;br /&gt;
;As always, save before you experiment with this&lt;br /&gt;
;I hold no responsibility for what this script ends up doing to your dwarves/fortress/computer/carpet&lt;br /&gt;
;Feel free to clean it up, make it more usable, whatever&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.&lt;br /&gt;
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.&lt;br /&gt;
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.&lt;br /&gt;
&lt;br /&gt;
!p::&lt;br /&gt;
loop &lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
GetKeyState, state, Shift&lt;br /&gt;
if state = D&lt;br /&gt;
    Break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send k&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadRight}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadDown}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadLeft}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadUp}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send {space}&lt;br /&gt;
sleep 800&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tesselated Apartments Builder===&lt;br /&gt;
&lt;br /&gt;
This one is another tesselated apartments script, with some larger areas added. Credit for layout to GnomeChomsky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; TessApts.ahk&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of leftmost staircase&lt;br /&gt;
;&lt;br /&gt;
; CTRL+G       : Central room, 8 apartments (necessary on at least one z-level)&lt;br /&gt;
; ALT+G        : No central room, 16 apartments&lt;br /&gt;
; CTRL+ALT+G   : Four &amp;quot;central room&amp;quot; layouts connected in center (28 apartments)&lt;br /&gt;
; CTRL+SHIFT+G : Four &amp;quot;16 apartment&amp;quot; layouts, unconnected in center&lt;br /&gt;
;&lt;br /&gt;
!g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}114444444&lt;br /&gt;
return&lt;br /&gt;
^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
return&lt;br /&gt;
!^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}88899999999&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}3333332&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}111114444444&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
Send 9988888888{ENTER}999{ENTER}+444444&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
+^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}888889&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+221&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+1+46&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+71144444&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===File pattern builder===&lt;br /&gt;
&lt;br /&gt;
This is a script to create a macro out of any building pattern you like. If you like tesselated, this script will do it. If you like blocky, this script can do that, too. Just create a text file that contains the pattern you want to use and this macro will create it like nobody's business.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; File Pattern.ahk				   	   ;&lt;br /&gt;
 ; this is an ahk script to read a text file and use	   ;&lt;br /&gt;
 ; the pattern contained inside as a blueprint for digging ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in a corner of the area to be explored		   ;&lt;br /&gt;
 ; then use ctrl+shift+d to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+f		   ; &lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
filename = C:\pattern.txt&lt;br /&gt;
loc = ul&lt;br /&gt;
wait = 100&lt;br /&gt;
&lt;br /&gt;
wallsymbol = 1&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = 2&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;br /&gt;
&lt;br /&gt;
digcommand = d&lt;br /&gt;
upcommand = u&lt;br /&gt;
downcommand = j&lt;br /&gt;
updowncommand = i&lt;br /&gt;
rampcommand = r&lt;br /&gt;
channelcommand = h&lt;br /&gt;
&lt;br /&gt;
hdir = {Right}&lt;br /&gt;
vdir = {Down}&lt;br /&gt;
&lt;br /&gt;
upperleft = ul&lt;br /&gt;
upperright = ur&lt;br /&gt;
lowerleft = ll&lt;br /&gt;
lowerright = lr&lt;br /&gt;
&lt;br /&gt;
inrun = 0&lt;br /&gt;
&lt;br /&gt;
 ^+f::&lt;br /&gt;
inputbox filename, Enter Path, Enter the full path to the file that contains the pattern to use&lt;br /&gt;
inputbox loc, Enter Cursor Location, Enter the location of the cursor within the pattern (Upper Left = ul`, Lower Right = lr...etc.)&lt;br /&gt;
inputbox wait, Enter Delay, Enter the delay to use (default is 100)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
 ^+d::&lt;br /&gt;
&lt;br /&gt;
IfExist,  %filename%&lt;br /&gt;
{&lt;br /&gt;
	FileRead, contents, %filename%&lt;br /&gt;
	StringSplit Array, contents, `r, `n&lt;br /&gt;
&lt;br /&gt;
	if (loc = upperleft)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Right}&lt;br /&gt;
		vdir = {Down}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = upperright)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Left}&lt;br /&gt;
		vdir = {Down}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = lowerleft)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Right}&lt;br /&gt;
		vdir = {Up}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = lowerright)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Left}&lt;br /&gt;
		vdir = {Up}&lt;br /&gt;
	}&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		MsgBox, Invalid cursor location!&lt;br /&gt;
		return&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	Loop %Array0%&lt;br /&gt;
	{&lt;br /&gt;
		if (loc = upperleft || loc = upperright)&lt;br /&gt;
		{&lt;br /&gt;
			current_line = %a_index%&lt;br /&gt;
		}&lt;br /&gt;
		else if (loc = lowerleft || loc = lowerright)&lt;br /&gt;
		{&lt;br /&gt;
			current_line := (Array0 - a_index + 1)&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		current_value := Array%current_line%&lt;br /&gt;
		&lt;br /&gt;
		len := StrLen(current_value)&lt;br /&gt;
&lt;br /&gt;
		if (hdir = &amp;quot;{Left}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			new_value =&lt;br /&gt;
&lt;br /&gt;
			Loop %len%&lt;br /&gt;
			{&lt;br /&gt;
				new_value := new_value . SubStr(current_value, (len - a_index) + 1, 1)&lt;br /&gt;
			}&lt;br /&gt;
			&lt;br /&gt;
			current_value := new_value&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		Loop %len%&lt;br /&gt;
		{&lt;br /&gt;
			current_char := SubStr(current_value, a_index, 1)&lt;br /&gt;
&lt;br /&gt;
			if (current_char != wallsymbol)&lt;br /&gt;
			{				&lt;br /&gt;
				if (!inrun)&lt;br /&gt;
				{&lt;br /&gt;
					if (current_char = floorsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %digcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = updownsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %updowncommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = downsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %downcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = upsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %upcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = rampsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %rampcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = channelsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %channelcommand%&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					inrun = 1&lt;br /&gt;
				}&lt;br /&gt;
&lt;br /&gt;
				;;If we're at the end of a line or the next char is different, then end the run&lt;br /&gt;
				if ((a_index &amp;gt;= len) || (current_char != SubStr(current_value, a_index + 1, 1)))&lt;br /&gt;
				{&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					inrun = 0&lt;br /&gt;
					Sleep %wait%&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			if (a_index &amp;lt; len)&lt;br /&gt;
			{&lt;br /&gt;
				Send %hdir%&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
		if (a_index &amp;lt; Array0)&lt;br /&gt;
		{&lt;br /&gt;
			Send %vdir%&lt;br /&gt;
&lt;br /&gt;
			if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
			{&lt;br /&gt;
				hdir = {Left}&lt;br /&gt;
			}&lt;br /&gt;
			else if (hdir = &amp;quot;{Left}&amp;quot;)&lt;br /&gt;
			{&lt;br /&gt;
				hdir = {Right}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	MsgBox File not found&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sample file to show how this all works:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
111111&lt;br /&gt;
100001&lt;br /&gt;
100201&lt;br /&gt;
103001&lt;br /&gt;
100401&lt;br /&gt;
105001&lt;br /&gt;
100601&lt;br /&gt;
100001&lt;br /&gt;
111111&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This creates a room filled with up/down stairs, a ramp, and a channel.&lt;br /&gt;
&lt;br /&gt;
And finally, here's a sample pattern based on the decentralized workshop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1111111111111111111111111111111111111&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000000000000000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000111101111111110111111111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000000000000010000000100000000000001&lt;br /&gt;
1000111101111000100010001111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1101100010001000100010001000100011011&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111111100011111111011110001&lt;br /&gt;
1000100000000000030400000000000010001&lt;br /&gt;
1010000000000000030400000000000000101&lt;br /&gt;
1000100000000000030400000000000010001&lt;br /&gt;
1000111101111111100011111111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1101100010001000100010001000100011011&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111000100010001111011110001&lt;br /&gt;
1000000000000010000000100000000000001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111111110111111111011110001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000000000000000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1111111111111111111111111111111111111&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== jokermatt999's pump stack builder ===&lt;br /&gt;
&lt;br /&gt;
Just a simple macro to place one mined level of a pump stack room, as illustrated in the pump stack page on this wiki. It's recommended you exit out after finishing up with it, as the macro is just assigned to p. Hit/Hold down p for multiple layers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
p::Send i{Enter}{Enter}{Right}d{Enter}{Right}{Right}{Down}{Down}{Enter}h{Enter}{Enter}{Up}{Left}x{Enter}{Enter}{Left}{Left}{Down}h{Enter}{Enter}{Up}{Up}{Shift Down}.{Shift Up}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
p::&lt;br /&gt;
Send i{Enter 2}&lt;br /&gt;
Send d6{Enter}33{Enter}&lt;br /&gt;
Send h{Enter 2}&lt;br /&gt;
Send x7{Enter 2}&lt;br /&gt;
Send h14{Enter 2}&lt;br /&gt;
Send 88{Shift Down}.{Shift Up}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game_Interface FAQ}}&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Key_bindings&amp;diff=116943</id>
		<title>v0.31:Key bindings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Key_bindings&amp;diff=116943"/>
		<updated>2010-06-04T21:32:03Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Vanilla interface.txt&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:SELECT:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:SEC_SELECT:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Enter]&lt;br /&gt;
[SYM:1:Numpad Enter]&lt;br /&gt;
[BIND:DESELECT:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:SELECT_ALL:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Enter]&lt;br /&gt;
[SYM:1:Numpad Enter]&lt;br /&gt;
[BIND:DESELECT_ALL:REPEAT_NOT]&lt;br /&gt;
[KEY:Z]&lt;br /&gt;
[BIND:LEAVESCREEN:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Escape]&lt;br /&gt;
[BIND:LEAVESCREEN_ALL:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Escape]&lt;br /&gt;
[BIND:CLOSE_MEGA_ANNOUNCEMENT:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:OPTIONS:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Escape]&lt;br /&gt;
[BIND:OPTION_EXPORT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HELP:REPEAT_NOT]&lt;br /&gt;
[KEY:?]&lt;br /&gt;
[BIND:TOGGLE_FULLSCREEN:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F11]&lt;br /&gt;
[BIND:MOVIES:REPEAT_NOT]&lt;br /&gt;
[KEY:;]&lt;br /&gt;
[BIND:ZOOM_IN:REPEAT_SLOW]&lt;br /&gt;
[BUTTON:1:5]&lt;br /&gt;
[BIND:ZOOM_OUT:REPEAT_SLOW]&lt;br /&gt;
[BUTTON:1:4]&lt;br /&gt;
[BIND:ZOOM_TOGGLE:REPEAT_NOT]&lt;br /&gt;
[SYM:2:F10]&lt;br /&gt;
[BIND:ZOOM_RESET:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F10]&lt;br /&gt;
[BIND:MOVIE_RECORD:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:MOVIE_PLAY:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:MOVIE_SAVE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:MOVIE_LOAD:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:WORLD_PARAM_TITLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:WORLD_PARAM_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:WORLD_PARAM_COPY:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:WORLD_PARAM_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:WORLD_PARAM_NAME_RANDOM:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:WORLD_PARAM_NAME_ENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:WORLD_PARAM_SEED_RANDOM:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:WORLD_PARAM_SEED_ENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:WORLD_PARAM_DIM_X_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:WORLD_PARAM_DIM_X_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:WORLD_PARAM_DIM_Y_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:WORLD_PARAM_DIM_Y_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:WORLD_PARAM_LOAD:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F1]&lt;br /&gt;
[BIND:WORLD_PARAM_SAVE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F6]&lt;br /&gt;
[BIND:WORLD_PARAM_SET:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:WORLD_PARAM_INCREASE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:6]&lt;br /&gt;
[SYM:0:Numpad 6]&lt;br /&gt;
[SYM:0:Right]&lt;br /&gt;
[BIND:WORLD_PARAM_DECREASE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:4]&lt;br /&gt;
[SYM:0:Numpad 4]&lt;br /&gt;
[SYM:0:Left]&lt;br /&gt;
[BIND:WORLD_PARAM_ENTER_VALUE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:WORLD_PARAM_NULLIFY:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:WORLD_PARAM_PRESET:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:WORLD_PARAM_REJECT_CONTINUE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:WORLD_PARAM_REJECT_ABORT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:WORLD_PARAM_REJECT_ALLOW_THIS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:WORLD_PARAM_REJECT_ALLOW_ALL:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:WORLD_GEN_CONTINUE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:WORLD_GEN_USE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:WORLD_GEN_ABORT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:CHANGETAB:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Tab]&lt;br /&gt;
[BIND:SEC_CHANGETAB:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Tab]&lt;br /&gt;
[BIND:STANDARDSCROLL_UP:REPEAT_FAST]&lt;br /&gt;
[SYM:0:8]&lt;br /&gt;
[SYM:0:Numpad 8]&lt;br /&gt;
[SYM:0:Up]&lt;br /&gt;
[BIND:STANDARDSCROLL_DOWN:REPEAT_FAST]&lt;br /&gt;
[SYM:0:2]&lt;br /&gt;
[SYM:0:Numpad 2]&lt;br /&gt;
[SYM:0:Down]&lt;br /&gt;
[BIND:STANDARDSCROLL_LEFT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:4]&lt;br /&gt;
[SYM:0:Numpad 4]&lt;br /&gt;
[SYM:0:Left]&lt;br /&gt;
[BIND:STANDARDSCROLL_RIGHT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:6]&lt;br /&gt;
[SYM:0:Numpad 6]&lt;br /&gt;
[SYM:0:Right]&lt;br /&gt;
[BIND:STANDARDSCROLL_PAGEUP:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:9]&lt;br /&gt;
[SYM:0:Numpad 9]&lt;br /&gt;
[SYM:0:Page Up]&lt;br /&gt;
[BIND:STANDARDSCROLL_PAGEDOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:3]&lt;br /&gt;
[SYM:0:Numpad 3]&lt;br /&gt;
[SYM:0:Page Down]&lt;br /&gt;
[BIND:SECONDSCROLL_UP:REPEAT_SLOW]&lt;br /&gt;
[KEY:-]&lt;br /&gt;
[BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:+]&lt;br /&gt;
[BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW]&lt;br /&gt;
[KEY:/]&lt;br /&gt;
[BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
[BIND:CURSOR_UP:REPEAT_FAST]&lt;br /&gt;
[SYM:0:8]&lt;br /&gt;
[SYM:0:Numpad 8]&lt;br /&gt;
[SYM:0:Up]&lt;br /&gt;
[BIND:CURSOR_DOWN:REPEAT_FAST]&lt;br /&gt;
[SYM:0:2]&lt;br /&gt;
[SYM:0:Numpad 2]&lt;br /&gt;
[SYM:0:Down]&lt;br /&gt;
[BIND:CURSOR_LEFT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:4]&lt;br /&gt;
[SYM:0:Numpad 4]&lt;br /&gt;
[SYM:0:Left]&lt;br /&gt;
[BIND:CURSOR_RIGHT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:6]&lt;br /&gt;
[SYM:0:Numpad 6]&lt;br /&gt;
[SYM:0:Right]&lt;br /&gt;
[BIND:CURSOR_UPLEFT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:7]&lt;br /&gt;
[SYM:0:Numpad 7]&lt;br /&gt;
[BIND:CURSOR_UPRIGHT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:9]&lt;br /&gt;
[SYM:0:Numpad 9]&lt;br /&gt;
[SYM:0:Page Up]&lt;br /&gt;
[BIND:CURSOR_DOWNLEFT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:1]&lt;br /&gt;
[SYM:0:Numpad 1]&lt;br /&gt;
[BIND:CURSOR_DOWNRIGHT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:3]&lt;br /&gt;
[SYM:0:Numpad 3]&lt;br /&gt;
[SYM:0:Page Down]&lt;br /&gt;
[BIND:CURSOR_UP_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:8]&lt;br /&gt;
[SYM:1:Numpad 8]&lt;br /&gt;
[SYM:1:Up]&lt;br /&gt;
[BIND:CURSOR_DOWN_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:2]&lt;br /&gt;
[SYM:1:Numpad 2]&lt;br /&gt;
[SYM:1:Down]&lt;br /&gt;
[BIND:CURSOR_LEFT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:4]&lt;br /&gt;
[SYM:1:Numpad 4]&lt;br /&gt;
[SYM:1:Left]&lt;br /&gt;
[BIND:CURSOR_RIGHT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:6]&lt;br /&gt;
[SYM:1:Numpad 6]&lt;br /&gt;
[SYM:1:Right]&lt;br /&gt;
[BIND:CURSOR_UPLEFT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:7]&lt;br /&gt;
[SYM:1:Numpad 7]&lt;br /&gt;
[BIND:CURSOR_UPRIGHT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:9]&lt;br /&gt;
[SYM:1:Numpad 9]&lt;br /&gt;
[SYM:1:Page Up]&lt;br /&gt;
[BIND:CURSOR_DOWNLEFT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:1]&lt;br /&gt;
[SYM:1:Numpad 1]&lt;br /&gt;
[BIND:CURSOR_DOWNRIGHT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:3]&lt;br /&gt;
[SYM:1:Numpad 3]&lt;br /&gt;
[SYM:1:Page Down]&lt;br /&gt;
[BIND:CURSOR_UP_Z:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
[BIND:CURSOR_DOWN_Z:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BIND:CURSOR_UP_Z_AUX:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:5]&lt;br /&gt;
[SYM:1:Numpad 5]&lt;br /&gt;
[BIND:CURSOR_DOWN_Z_AUX:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:5]&lt;br /&gt;
[SYM:2:Numpad 5]&lt;br /&gt;
[BIND:WORLDGEN_EXPORT_MAP:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:LEGENDS_EXPORT_MAP:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:LEGENDS_EXPORT_XML:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:LEGENDS_EXPORT_DETAILED_MAP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:LEGENDS_TOGGLE_CIVSITE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:LEGENDS_STRING_FILTER:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:SETUP_EMBARK:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:SETUP_NAME_FORT:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:SETUP_NAME_GROUP:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:SETUP_RECLAIM:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:SETUP_FIND:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:SETUP_NOTES:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:SETUP_NOTES_TAKE_NOTES:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:SETUP_NOTES_DELETE_NOTE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:SETUP_NOTES_CHANGE_SYMBOL_SELECTION:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:SETUP_NOTES_ADOPT_SYMBOL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:SETUP_LOCAL_Y_UP:REPEAT_SLOW]&lt;br /&gt;
[KEY:U]&lt;br /&gt;
[BIND:SETUP_LOCAL_Y_DOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:SETUP_LOCAL_X_UP:REPEAT_SLOW]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:SETUP_LOCAL_X_DOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:SETUP_LOCAL_Y_MUP:REPEAT_SLOW]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:SETUP_LOCAL_Y_MDOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:SETUP_LOCAL_X_MUP:REPEAT_SLOW]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:SETUP_LOCAL_X_MDOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:SETUP_BIOME_1:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F1]&lt;br /&gt;
[BIND:SETUP_BIOME_2:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F2]&lt;br /&gt;
[BIND:SETUP_BIOME_3:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F3]&lt;br /&gt;
[BIND:SETUP_BIOME_4:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F4]&lt;br /&gt;
[BIND:SETUP_BIOME_5:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F5]&lt;br /&gt;
[BIND:SETUP_BIOME_6:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F6]&lt;br /&gt;
[BIND:SETUP_BIOME_7:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F7]&lt;br /&gt;
[BIND:SETUP_BIOME_8:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F8]&lt;br /&gt;
[BIND:SETUP_BIOME_9:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F9]&lt;br /&gt;
[BIND:CHOOSE_NAME_RANDOM:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:CHOOSE_NAME_CLEAR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:CHOOSE_NAME_TYPE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:ITEM_DESCRIPTION:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:ITEM_FORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:ITEM_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:ITEM_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:ITEM_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:A_COMBAT_ATTACK:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:A_COMBAT_DODGE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:A_COMBAT_CHARGEDEF:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_STATUS:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:A_STATUS_WRESTLE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_STATUS_CUSTOMIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:A_STATUS_KILLS:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:A_STATUS_HEALTH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:A_STATUS_ATT_SKILL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:A_STATUS_DESC:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:UNITVIEW_CUSTOMIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:UNITVIEW_HEALTH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:UNITVIEW_RELATIONSHIPS:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:UNITVIEW_RELATIONSHIPS_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:UNITVIEW_RELATIONSHIPS_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:UNITVIEW_KILLS:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:CUSTOMIZE_UNIT_NICKNAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:CUSTOMIZE_UNIT_PROFNAME:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:A_RETURN_TO_ARENA:REPEAT_NOT]&lt;br /&gt;
[KEY:CTRL+A]&lt;br /&gt;
[BIND:A_MOVE_N:REPEAT_FAST]&lt;br /&gt;
[SYM:0:8]&lt;br /&gt;
[SYM:0:Numpad 8]&lt;br /&gt;
[SYM:0:Up]&lt;br /&gt;
[BIND:A_MOVE_S:REPEAT_FAST]&lt;br /&gt;
[SYM:0:2]&lt;br /&gt;
[SYM:0:Numpad 2]&lt;br /&gt;
[SYM:0:Down]&lt;br /&gt;
[BIND:A_MOVE_E:REPEAT_FAST]&lt;br /&gt;
[SYM:0:6]&lt;br /&gt;
[SYM:0:Numpad 6]&lt;br /&gt;
[SYM:0:Right]&lt;br /&gt;
[BIND:A_MOVE_W:REPEAT_FAST]&lt;br /&gt;
[SYM:0:4]&lt;br /&gt;
[SYM:0:Numpad 4]&lt;br /&gt;
[SYM:0:Left]&lt;br /&gt;
[BIND:A_MOVE_NW:REPEAT_FAST]&lt;br /&gt;
[SYM:0:7]&lt;br /&gt;
[SYM:0:Numpad 7]&lt;br /&gt;
[BIND:A_MOVE_NE:REPEAT_FAST]&lt;br /&gt;
[SYM:0:9]&lt;br /&gt;
[SYM:0:Numpad 9]&lt;br /&gt;
[SYM:0:Page Up]&lt;br /&gt;
[BIND:A_MOVE_SW:REPEAT_FAST]&lt;br /&gt;
[SYM:0:1]&lt;br /&gt;
[SYM:0:Numpad 1]&lt;br /&gt;
[BIND:A_MOVE_SE:REPEAT_FAST]&lt;br /&gt;
[SYM:0:3]&lt;br /&gt;
[SYM:0:Numpad 3]&lt;br /&gt;
[SYM:0:Page Down]&lt;br /&gt;
[BIND:A_MOVE_WAIT:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:5]&lt;br /&gt;
[SYM:0:Numpad 5]&lt;br /&gt;
[BIND:A_CARE_MOVE_N:REPEAT_FAST]&lt;br /&gt;
[SYM:4:8]&lt;br /&gt;
[SYM:4:Numpad 8]&lt;br /&gt;
[SYM:4:Up]&lt;br /&gt;
[BIND:A_CARE_MOVE_S:REPEAT_FAST]&lt;br /&gt;
[SYM:4:2]&lt;br /&gt;
[SYM:4:Numpad 2]&lt;br /&gt;
[SYM:4:Down]&lt;br /&gt;
[BIND:A_CARE_MOVE_E:REPEAT_FAST]&lt;br /&gt;
[SYM:4:6]&lt;br /&gt;
[SYM:4:Numpad 6]&lt;br /&gt;
[SYM:4:Right]&lt;br /&gt;
[BIND:A_CARE_MOVE_W:REPEAT_FAST]&lt;br /&gt;
[SYM:4:4]&lt;br /&gt;
[SYM:4:Numpad 4]&lt;br /&gt;
[SYM:4:Left]&lt;br /&gt;
[BIND:A_CARE_MOVE_NW:REPEAT_FAST]&lt;br /&gt;
[SYM:4:7]&lt;br /&gt;
[SYM:4:Numpad 7]&lt;br /&gt;
[BIND:A_CARE_MOVE_NE:REPEAT_FAST]&lt;br /&gt;
[SYM:4:9]&lt;br /&gt;
[SYM:4:Numpad 9]&lt;br /&gt;
[SYM:4:Page Up]&lt;br /&gt;
[BIND:A_CARE_MOVE_SW:REPEAT_FAST]&lt;br /&gt;
[SYM:4:1]&lt;br /&gt;
[SYM:4:Numpad 1]&lt;br /&gt;
[BIND:A_CARE_MOVE_SE:REPEAT_FAST]&lt;br /&gt;
[SYM:4:3]&lt;br /&gt;
[SYM:4:Numpad 3]&lt;br /&gt;
[SYM:4:Page Down]&lt;br /&gt;
[BIND:A_CARE_MOVE_UPDOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:4:5]&lt;br /&gt;
[SYM:4:Numpad 5]&lt;br /&gt;
[BIND:A_MOVE_N_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:8]&lt;br /&gt;
[SYM:1:Numpad 8]&lt;br /&gt;
[SYM:1:Up]&lt;br /&gt;
[BIND:A_MOVE_S_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:2]&lt;br /&gt;
[SYM:1:Numpad 2]&lt;br /&gt;
[SYM:1:Down]&lt;br /&gt;
[BIND:A_MOVE_E_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:6]&lt;br /&gt;
[SYM:1:Numpad 6]&lt;br /&gt;
[SYM:1:Right]&lt;br /&gt;
[BIND:A_MOVE_W_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:4]&lt;br /&gt;
[SYM:1:Numpad 4]&lt;br /&gt;
[SYM:1:Left]&lt;br /&gt;
[BIND:A_MOVE_NW_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:7]&lt;br /&gt;
[SYM:1:Numpad 7]&lt;br /&gt;
[BIND:A_MOVE_NE_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:9]&lt;br /&gt;
[SYM:1:Numpad 9]&lt;br /&gt;
[SYM:1:Page Up]&lt;br /&gt;
[BIND:A_MOVE_SW_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:1]&lt;br /&gt;
[SYM:1:Numpad 1]&lt;br /&gt;
[BIND:A_MOVE_SE_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:3]&lt;br /&gt;
[SYM:1:Numpad 3]&lt;br /&gt;
[SYM:1:Page Down]&lt;br /&gt;
[BIND:A_MOVE_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:5]&lt;br /&gt;
[SYM:1:Numpad 5]&lt;br /&gt;
[BIND:A_MOVE_N_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:8]&lt;br /&gt;
[SYM:2:Numpad 8]&lt;br /&gt;
[SYM:2:Up]&lt;br /&gt;
[BIND:A_MOVE_S_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:2]&lt;br /&gt;
[SYM:2:Numpad 2]&lt;br /&gt;
[SYM:2:Down]&lt;br /&gt;
[BIND:A_MOVE_E_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:6]&lt;br /&gt;
[SYM:2:Numpad 6]&lt;br /&gt;
[SYM:2:Right]&lt;br /&gt;
[BIND:A_MOVE_W_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:4]&lt;br /&gt;
[SYM:2:Numpad 4]&lt;br /&gt;
[SYM:2:Left]&lt;br /&gt;
[BIND:A_MOVE_NW_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:7]&lt;br /&gt;
[SYM:2:Numpad 7]&lt;br /&gt;
[BIND:A_MOVE_NE_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:9]&lt;br /&gt;
[SYM:2:Numpad 9]&lt;br /&gt;
[SYM:2:Page Up]&lt;br /&gt;
[BIND:A_MOVE_SW_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:1]&lt;br /&gt;
[SYM:2:Numpad 1]&lt;br /&gt;
[BIND:A_MOVE_SE_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:3]&lt;br /&gt;
[SYM:2:Numpad 3]&lt;br /&gt;
[SYM:2:Page Down]&lt;br /&gt;
[BIND:A_MOVE_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:5]&lt;br /&gt;
[SYM:2:Numpad 5]&lt;br /&gt;
[BIND:A_MOVE_UP_AUX:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
[BIND:A_MOVE_DOWN_AUX:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BIND:A_CLEAR_ANNOUNCEMENTS:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:Space]&lt;br /&gt;
[BIND:A_SLEEP:REPEAT_NOT]&lt;br /&gt;
[KEY:Z]&lt;br /&gt;
[BIND:A_WAIT:REPEAT_NOT]&lt;br /&gt;
[KEY:.]&lt;br /&gt;
[BIND:A_ATTACK:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:A_LOOK:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:A_SEARCH:REPEAT_NOT]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:A_TALK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:A_INTERACT:REPEAT_NOT]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:A_INV_LOOK:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:A_INV_REMOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:A_INV_WEAR:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:A_INV_EATDRINK:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:A_INV_PUTIN:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:A_INV_DROP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:A_GROUND:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:A_THROW:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:A_SHOOT:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:A_ANNOUNCEMENTS:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:A_COMBAT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_MOVEMENT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:A_MOVEMENT_SWIM:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:A_SNEAK:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:A_CENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:A_BUILDING:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:A_TRAVEL:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:A_DATE:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:A_WEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:A_TEMPERATURE:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:A_STANCE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_MAKE_ASH:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_MAKE_CHARCOAL:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_MELT_OBJECT:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_GLASS_GREEN:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CLEAR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CRYSTAL:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_COLLECT_SAND:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_GLASS_ROUGH:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_GLASS_ARMORSTAND:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_GLASS_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CABINET:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_GLASS_COFFIN:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_GLASS_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_GLASS_HATCH_COVER:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:HOTKEY_GLASS_GRATE:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:HOTKEY_GLASS_GOBLET:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:HOTKEY_GLASS_TOY:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:HOTKEY_GLASS_INSTRUMENT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_GLASS_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_GLASS_STATUE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:HOTKEY_GLASS_TABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CHAIR:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_GLASS_BLOCKS:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_GLASS_FLASK:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:HOTKEY_GLASS_WEAPONRACK:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_GLASS_WINDOW:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_ASHERY_LYE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_ASHERY_POTASH:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_ASHERY_POTASH_DIRECT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BARREL:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BLOCKS:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BUCKET:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_TRAP_ANIMAL:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_ARMORSTAND:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BED:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_CHAIR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_COFFIN:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_HATCH_COVER:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_GRATE:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_CABINET:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BIN:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_WEAPONRACK:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_TABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_SIEGE_BALLISTA:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_SIEGE_CATAPULT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_FLASK:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_SHIRT:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_CLOAK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_BACKPACK:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_QUIVER:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_IMAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_MAT_PLANT:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_MAT_SILK:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_SHIRT:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_CLOAK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_CHAIN:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_IMAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_STONE:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_SHELL:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_TOOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_HORN:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_PEARL:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_TOTEM:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_SILK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_SHELL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_TOOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_HORN:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_PEARL:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_LEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_CRAFTS:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_GOBLET:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_INSTRUMENT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_TOY:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:HOTKEY_SMITH_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_SMITH_ARMOR:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_SMITH_FURNITURE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_SMITH_SIEGE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_SMITH_TRAP:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_SMITH_OTHER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_SMITH_METAL:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ARMORSTAND:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BED:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CHAIR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_COFFIN:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CABINET:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_KENNEL:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FARMPLOT:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WEAPONRACK:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_STATUE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ROAD_PAVED:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ROAD_DIRT:REPEAT_NOT]&lt;br /&gt;
[KEY:O]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BRIDGE:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WELL:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SIEGEENGINE:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WINDOW_GLASS:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WINDOW_GEM:REPEAT_NOT]&lt;br /&gt;
[KEY:Y]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SHOP:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ANIMALTRAP:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CHAIN:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRADEDEPOT:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SUPPORT:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ARCHERYTARGET:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRACTION_BENCH:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_HATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_GRATE_WALL:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_GRATE_FLOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BARS_VERTICAL:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BARS_FLOOR:REPEAT_NOT]&lt;br /&gt;
[SYM:4:b]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_SCREW_PUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_WATER_WHEEL:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_WINDMILL:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SIEGEENGINE_BALLISTA:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SIEGEENGINE_CATAPULT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_STONE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_LEVER:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_TRIGGER:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_SPIKE:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_LEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_QUERN:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_MILLSTONE:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_LOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_CLOTHES:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_BOWYER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_CARPENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_METALSMITH:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_LAVAMILL:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_JEWELER:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_MASON:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_BUTCHER:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_TANNER:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_SIEGE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_MECHANIC:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_STILL:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_FARMER:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_KITCHEN:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_FISHERY:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_ASHERY:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_DYER:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_SMELTER:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_GLASS:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_KILN:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_SMELTER_LAVA:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_GLASS_LAVA:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_KILN_LAVA:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_WALL:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_FLOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_RAMP:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:D_ONESTEP:REPEAT_NOT]&lt;br /&gt;
[KEY:.]&lt;br /&gt;
[BIND:D_PAUSE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Space]&lt;br /&gt;
[BIND:D_DEPOT:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:D_HOT_KEYS:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:D_HOTKEY1:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F1]&lt;br /&gt;
[BIND:D_HOTKEY2:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F2]&lt;br /&gt;
[BIND:D_HOTKEY3:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F3]&lt;br /&gt;
[BIND:D_HOTKEY4:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F4]&lt;br /&gt;
[BIND:D_HOTKEY5:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F5]&lt;br /&gt;
[BIND:D_HOTKEY6:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F6]&lt;br /&gt;
[BIND:D_HOTKEY7:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F7]&lt;br /&gt;
[BIND:D_HOTKEY8:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F8]&lt;br /&gt;
[BIND:D_HOTKEY9:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F1]&lt;br /&gt;
[BIND:D_HOTKEY10:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F2]&lt;br /&gt;
[BIND:D_HOTKEY11:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F3]&lt;br /&gt;
[BIND:D_HOTKEY12:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F4]&lt;br /&gt;
[BIND:D_HOTKEY13:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F5]&lt;br /&gt;
[BIND:D_HOTKEY14:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F6]&lt;br /&gt;
[BIND:D_HOTKEY15:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F7]&lt;br /&gt;
[BIND:D_HOTKEY16:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F8]&lt;br /&gt;
[BIND:D_HOTKEY_CHANGE_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_HOTKEY_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:D_ANNOUNCE:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_REPORTS:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_BUILDING:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:D_CIVLIST:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_DESIGNATE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_ARTLIST:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:D_NOBLES:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_ORDERS:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:D_MILITARY:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_MILITARY_CREATE_SQUAD:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_DISBAND_SQUAD:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_MILITARY_CREATE_SUB_SQUAD:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:D_MILITARY_CANCEL_ORDERS:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_POSITIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_SET:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_SET_RETAIN:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Enter]&lt;br /&gt;
[SYM:1:Numpad Enter]&lt;br /&gt;
[BIND:D_MILITARY_EQUIP:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:D_MILITARY_EQUIP_CUSTOMIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:V]&lt;br /&gt;
[BIND:D_MILITARY_EQUIP_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:U]&lt;br /&gt;
[BIND:D_MILITARY_EQUIP_PRIORITY:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:D_MILITARY_UNIFORMS:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES_WATER_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:-]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES_WATER_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:+]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES_FOOD_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:/]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES_FOOD_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_ADD_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_REMOVE_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_LOWER_AMOUNT:REPEAT_NOT]&lt;br /&gt;
[KEY:-]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_RAISE_AMOUNT:REPEAT_NOT]&lt;br /&gt;
[KEY:+]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_LOWER_AMOUNT_LOTS:REPEAT_NOT]&lt;br /&gt;
[KEY:/]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_RAISE_AMOUNT_LOTS:REPEAT_NOT]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_MATERIAL:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_COMBAT:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_TRAINING:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:D_MILITARY_TRAINING:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:D_MILITARY_SCHEDULE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_MILITARY_ADD_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_DELETE_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_MILITARY_NAME_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:D_MILITARY_ADD_ARMOR:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:D_MILITARY_ADD_PANTS:REPEAT_NOT]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:D_MILITARY_ADD_HELM:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:D_MILITARY_ADD_GLOVES:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:D_MILITARY_ADD_BOOTS:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:D_MILITARY_ADD_SHIELD:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:D_MILITARY_ADD_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:D_MILITARY_ADD_MATERIAL:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:D_MILITARY_ADD_COLOR:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:D_MILITARY_REPLACE_CLOTHING:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_MILITARY_EXACT_MATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_ROOMS:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:D_SQUADS:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_SQUADS_MOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_SQUADS_KILL:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:D_SQUADS_KILL_LIST:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:D_SQUADS_KILL_RECT:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_SQUADS_SCHEDULE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_SQUADS_CANCEL_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:D_SQUADS_ALERT:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:D_SQUADS_SELECT_INDIVIDUALS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_SQUADS_CENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:D_SQUAD_SCH_SLEEP:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_SQUAD_SCH_CIVILIAN_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:D_SQUAD_SCH_GIVE_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:D_SQUAD_SCH_EDIT_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:D_SQUAD_SCH_CANCEL_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:D_SQUAD_SCH_COPY_ORDERS:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_SQUAD_SCH_PASTE_ORDERS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_SQUAD_SCH_MS_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_STOCKPILES:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_CIVZONE:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:D_VIEWUNIT:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:D_JOBLIST:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:D_UNITLIST:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:D_LOOK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:D_BURROWS:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:D_BURROWS_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_BURROWS_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_BURROWS_DEFINE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:D_BURROWS_ADD_UNIT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_BURROWS_CENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:D_BURROWS_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_BURROWS_CHANGE_SELECTION:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_BURROWS_BRUSH:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:D_BURROWS_REMOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_NOTE:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:D_NOTE_PLACE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_NOTE_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_NOTE_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_NOTE_ENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:D_NOTE_ADOPT_SYMBOL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_NOTE_CHANGE_SELECTION:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_NOTE_POINTS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_NOTE_ROUTE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_EDIT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_CENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_BUILDJOB:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:D_STATUS:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:D_STATUS_OVERALL_HEALTH_RECENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_BUILDITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:A_ENTER_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:A_CUST_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_RANDOM_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:A_CHANGE_GENDER:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:A_END_TRAVEL:REPEAT_NOT]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BIND:A_TRAVEL_CLOUDS:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_LOG:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:A_TRAVEL_LOG:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:A_LOG_TASKS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:A_LOG_ENTITIES:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:A_LOG_SITES:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:A_LOG_SUBREGIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:A_LOG_FEATURE_LAYERS:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:A_LOG_ZOOM_CURRENT_LOCATION:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_LOG_ZOOM_SELECTED:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:A_LOG_LINE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:A_LOG_MAP:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:ORDERS_AUTOFORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:ORDERS_FORBID_PROJECTILE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:ORDERS_FORBID_YOUR_CORPSE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:ORDERS_FORBID_YOUR_ITEMS:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:ORDERS_FORBID_OTHER_CORPSE:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:ORDERS_FORBID_OTHER_ITEMS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:ORDERS_REFUSE_GATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:ORDERS_REFUSE_OUTSIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_CORPSE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_SKULL:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_SHELL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_SKIN:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_OTHER:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:ORDERS_GATHER_FURNITURE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:ORDERS_GATHER_ANIMALS:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:ORDERS_GATHER_FOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:ORDERS_GATHER_BODIES:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:ORDERS_REFUSE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:ORDERS_GATHER_STONE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ORDERS_GATHER_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:ORDERS_ALL_HARVEST:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:ORDERS_SAMEPILE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:ORDERS_MIXFOODS:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:ORDERS_WORKSHOP:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:ORDERS_COLLECT_WEB:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:ORDERS_SLAUGHTER:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ORDERS_BUTCHER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:ORDERS_TAN:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:ORDERS_LOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:ORDERS_AUTO_FISHERY:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:ORDERS_AUTO_KITCHEN:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:ORDERS_AUTO_KILN:REPEAT_NOT]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:ORDERS_AUTO_SMELTER:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:ORDERS_AUTO_OTHER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:ORDERS_ZONE:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:ORDERS_ZONE_DRINKING:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:ORDERS_ZONE_FISHING:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:ORDERS_DYED_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:ORDERS_EXCEPTIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:DESTROYBUILDING:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:SUSPENDBUILDING:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:MENU_CONFIRM:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:SAVE_BINDINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:LOAD_BINDINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_STILL_BREW:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_STILL_EXTRACT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_LOOM_COLLECT_SILK:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_LOOM_WEAVE_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_LOOM_WEAVE_SILK:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_LOOM_WEAVE_METAL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_KITCHEN_COOK_2:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_KITCHEN_COOK_3:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_KITCHEN_COOK_4:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_KITCHEN_RENDER_FAT:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_FARMER_PROCESS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_FARMER_PROCESS_VIAL:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_FARMER_PROCESS_BAG:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_FARMER_PROCESS_BARREL:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_FARMER_CHEESE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_FARMER_MILK:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_MILL_MILL:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_TRAIN_HUNT:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_CATCH_VERMIN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_TAME_VERMIN:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_TAME_UNIT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_TRAIN_WAR:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_FISHERY_PROCESS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_FISHERY_EXTRACT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_FISHERY_CATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_BUTCHER_BUTCHER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_BUTCHER_EXTRACT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_BUTCHER_CATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_TANNER_TAN:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_DYER_THREAD:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_DYER_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_FURNITURE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_FINISHED:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_AMMO:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_CUT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_ENCRUST:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_MECHANIC_PARTS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_MECHANIC_TRACTION_BENCH:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:HOTKEY_MASON_ARMORSTAND:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_MASON_BLOCKS:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_MASON_CHAIR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_MASON_COFFIN:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_MASON_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_MASON_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_MASON_HATCH_COVER:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:HOTKEY_MASON_GRATE:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:HOTKEY_MASON_CABINET:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_MASON_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_MASON_STATUE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:HOTKEY_MASON_TABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_MASON_WEAPONRACK:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_MASON_QUERN:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:HOTKEY_MASON_MILLSTONE:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_TRAP_BRIDGE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_TRAP_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_TRAP_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_TRAP_HATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_TRAP_GRATE_WALL:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_TRAP_GRATE_FLOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_TRAP_BARS_VERTICAL:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:HOTKEY_TRAP_BARS_FLOOR:REPEAT_NOT]&lt;br /&gt;
[SYM:4:b]&lt;br /&gt;
[BIND:HOTKEY_TRAP_SUPPORT:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_TRAP_CHAIN:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_TRAP_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_TRAP_SPIKE:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:HOTKEY_TRAP_GEAR_ASSEMBLY:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_TRAP_PULL_LEVER:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:BUILDJOB_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_CANCEL:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_PROMOTE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:BUILDJOB_REPEAT:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_SUSPEND:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_WORKSHOP_PROFILE:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:BUILDJOB_WELL_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_WELL_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_RIGHT:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_LEFT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_STATUE_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_STATUE_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_STATUE_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_JUSTICE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_ASSIGN_OCC:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_WATER:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_ASSIGN_OCC:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_JUSTICE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_SIEGE_FIRING:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_SIEGE_ORIENT:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:BUILDJOB_DOOR_INTERNAL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_DOOR_LOCK:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:BUILDJOB_DOOR_AJAR:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_BURIAL:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_CIV:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_PET:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:BUILDJOB_CHAIR_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_CHAIR_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_CHAIR_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_TABLE_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_TABLE_HALL:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:BUILDJOB_TABLE_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_TABLE_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_BED_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_BED_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_BED_BARRACKS:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_BED_DORMITORY:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDJOB_BED_RENT:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:BUILDJOB_BED_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_BED_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:BUILDJOB_BED_SLEEP:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_BED_TRAIN:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:BUILDJOB_BED_INDIV_EQ:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDJOB_BED_SQUAD_EQ:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:BUILDJOB_BED_POSITION:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:BUILDJOB_DEPOT_BRING:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:BUILDJOB_DEPOT_TRADE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:BUILDJOB_DEPOT_REQUEST_TRADER:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_DEPOT_BROKER_ONLY:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_ANIMALTRAP_BAIT_NONE:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_ANIMALTRAP_BAIT_MEAT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:BUILDJOB_ANIMALTRAP_BAIT_FISH:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_ANIMALTRAP_BAIT_GEM:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:BUILDJOB_FARM_FALLOW:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_FARM_FERTILIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_FARM_SEASFERT:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_FARM_SPRING:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_FARM_SUMMER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_FARM_AUTUMN:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_FARM_WINTER:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_MASTER:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_DELETE_CHILD:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_SETTINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BARREL_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BARREL_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BARREL_ZERO:REPEAT_NOT]&lt;br /&gt;
[KEY:E]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BARREL_MAX:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BIN_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BIN_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BIN_ZERO:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BIN_MAX:REPEAT_NOT]&lt;br /&gt;
[KEY:V]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_BRONZE:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_COPPER:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_IRON:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_STEEL:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_METAL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_LEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_COPPER:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_BRONZE:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_STEEL:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_IRON:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_METAL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_MAT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_DEFAULTS1:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_KILL1:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_DEFAULTS2:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_KILL2:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_ENABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_DISABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_PERMIT_ALL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_FORBID_ALL:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_PERMIT_SUB:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_FORBID_SUB:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_SPECIFIC1:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_SPECIFIC2:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:D_BITEM_FORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:D_BITEM_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_BITEM_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_BITEM_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:D_LOOK_FORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:D_LOOK_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_LOOK_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_LOOK_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:D_LOOK_ARENA_CREATURE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_LOOK_ARENA_ADV_MODE:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_LOOK_ARENA_WATER:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:D_LOOK_ARENA_MAGMA:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:ARENA_CREATURE_SIDE_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ARENA_CREATURE_SIDE_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:ARENA_CREATURE_NEW_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:ARENA_CREATURE_BLANK_LIST:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:ARENA_CREATURE_REMOVE_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:ARENA_CREATURE_UNDEAD:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:ASSIGNTRADE_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:ASSIGNTRADE_STRING:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ASSIGNTRADE_EXCLUDE_PROHIBITED:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:ASSIGNTRADE_PENDING:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:ASSIGNTRADE_SORT:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:NOBLELIST_REPLACE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:NOBLELIST_SETTINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:NOBLELIST_CAPITAL:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:NOBLELIST_VIEW_CANDIDATE:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:A_BARTER_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_1:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_2:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_3:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_4:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_5:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_6:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_7:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_8:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_9:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:A_BARTER_TRADE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:TRADE_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:TRADE_TRADE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:TRADE_OFFER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:TRADE_SEIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:STORES_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:STORES_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:STORES_FORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:STORES_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:STORES_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STORES_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:MILITARY_ACTIVATE:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:MILITARY_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:MILITARY_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:MILITARY_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:ANNOUNCE_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:UNITJOB_REMOVE_CRE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:UNITJOB_ZOOM_CRE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:UNITJOB_ZOOM_BUILD:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:UNITJOB_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:UNITJOB_MANAGER:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:MANAGER_NEW_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:MANAGER_REMOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:MANAGER_PROMOTE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:MANAGER_MAX:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:MANAGER_WAGES:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:PET_BUTCHER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:KITCHEN_COOK:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:KITCHEN_BREW:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:SETUPGAME_NEW:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:SETUPGAME_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:SETUPGAME_CUSTOMIZE_UNIT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:SETUPGAME_SAVE_PROFILE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:SETUPGAME_SAVE_PROFILE_ABORT:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Space]&lt;br /&gt;
[BIND:SETUPGAME_SAVE_PROFILE_GO:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:SETUPGAME_VIEW_PROFILE_PROBLEMS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:CIVZONE_REMOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:CIVZONE_REMOVE_ZONE:REPEAT_NOT]&lt;br /&gt;
[KEY:X]&lt;br /&gt;
[BIND:CIVZONE_SHAPE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:CIVZONE_NEXT:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:CIVZONE_WATER_SOURCE:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:CIVZONE_FISH:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:CIVZONE_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:CIVZONE_POND:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:CIVZONE_HOSPITAL:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:CIVZONE_SAND_COLLECT:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:CIVZONE_MEETING:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:CIVZONE_ACTIVE:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:CIVZONE_POND_OPTIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:CIVZONE_POND_WATER:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:CIVZONE_HOSPITAL_OPTIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:STOCKPILE_ANIMAL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:STOCKPILE_FOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:STOCKPILE_FURNITURE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:STOCKPILE_GRAVEYARD:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:STOCKPILE_REFUSE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:STOCKPILE_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:STOCKPILE_STONE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:STOCKPILE_GEM:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:STOCKPILE_BARBLOCK:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:STOCKPILE_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:STOCKPILE_LEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:STOCKPILE_AMMO:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:STOCKPILE_COINS:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:STOCKPILE_FINISHED:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:STOCKPILE_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:STOCKPILE_ARMOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STOCKPILE_CUSTOM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:STOCKPILE_CUSTOM_SETTINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:STOCKPILE_NONE:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:DESIGNATE_BITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:DESIGNATE_CLAIM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:DESIGNATE_UNCLAIM:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:DESIGNATE_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:DESIGNATE_NO_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:DESIGNATE_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:DESIGNATE_NO_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:DESIGNATE_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:DESIGNATE_NO_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:DESIGNATE_DIG:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:DESIGNATE_DIG_REMOVE_STAIRS_RAMPS:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:DESIGNATE_STAIR_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:DESIGNATE_STAIR_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:DESIGNATE_STAIR_UPDOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_HIGH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_NORMAL:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_LOW:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_RESTRICTED:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_INCREASE_WEIGHT:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_DECREASE_WEIGHT:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:DESIGNATE_RAMP:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:DESIGNATE_CHANNEL:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:DESIGNATE_CHOP:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:DESIGNATE_PLANTS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:DESIGNATE_SMOOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:DESIGNATE_ENGRAVE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:DESIGNATE_FORTIFY:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:DESIGNATE_TOGGLE_ENGRAVING:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:DESIGNATE_UNDO:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:DESIGNATE_REMOVE_CONSTRUCTION:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:BUILDING_DIM_Y_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:BUILDING_DIM_Y_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:BUILDING_DIM_X_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:BUILDING_DIM_X_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:BUILDING_ORIENT_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDING_ORIENT_LEFT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDING_ORIENT_RIGHT:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDING_ORIENT_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:BUILDING_ORIENT_NONE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDING_VIEW_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:BUILDING_ADVANCE_STAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDING_EXPAND_CONTRACT:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_ENABLE_WATER:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_WATER_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_WATER_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_WATER_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_WATER_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_ENABLE_MAGMA:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_MAGMA_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_MAGMA_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_MAGMA_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_MAGMA_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_ENABLE_CREATURE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_ENABLE_LOCALS:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_SIZE_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_SIZE_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_SIZE_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_SIZE_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_RESETS:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:UNITVIEW_GEN:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:UNITVIEW_INV:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:UNITVIEW_PRF:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:UNITVIEW_WND:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:UNITVIEW_NEXT:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:UNITVIEW_SLAUGHTER:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:UNITVIEW_GEN_COMBAT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:UNITVIEW_GEN_LABOR:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:UNITVIEW_GEN_MISC:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:UNITVIEW_PRF_PROF:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:UNITVIEW_PRF_PET:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:UNITVIEW_PRF_PET_HUNT:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:UNITVIEW_PRF_PET_WAR:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:UNITVIEW_PRF_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDINGLIST_ZOOM_T:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:BUILDINGLIST_ZOOM_Q:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:OPTION1:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:OPTION2:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:OPTION3:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:OPTION4:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:OPTION5:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:OPTION6:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:OPTION7:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:OPTION8:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:OPTION9:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:OPTION10:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:OPTION11:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:OPTION12:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:OPTION13:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:OPTION14:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:OPTION15:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:OPTION16:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:OPTION17:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:OPTION18:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:OPTION19:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:OPTION20:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:SEC_OPTION1:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:SEC_OPTION2:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:SEC_OPTION3:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:SEC_OPTION4:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:SEC_OPTION5:REPEAT_NOT]&lt;br /&gt;
[KEY:E]&lt;br /&gt;
[BIND:SEC_OPTION6:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:SEC_OPTION7:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:SEC_OPTION8:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:SEC_OPTION9:REPEAT_NOT]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:SEC_OPTION10:REPEAT_NOT]&lt;br /&gt;
[KEY:J]&lt;br /&gt;
[BIND:SEC_OPTION11:REPEAT_NOT]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:SEC_OPTION12:REPEAT_NOT]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:SEC_OPTION13:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:SEC_OPTION14:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:SEC_OPTION15:REPEAT_NOT]&lt;br /&gt;
[KEY:O]&lt;br /&gt;
[BIND:SEC_OPTION16:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:SEC_OPTION17:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:SEC_OPTION18:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:SEC_OPTION19:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:SEC_OPTION20:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:STRING_A000:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:Backspace]&lt;br /&gt;
[BIND:STRING_A032:REPEAT_SLOW]&lt;br /&gt;
[KEY: ]&lt;br /&gt;
[BIND:STRING_A033:REPEAT_SLOW]&lt;br /&gt;
[KEY:!]&lt;br /&gt;
[BIND:STRING_A034:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;quot;]&lt;br /&gt;
[BIND:STRING_A035:REPEAT_SLOW]&lt;br /&gt;
[KEY:#]&lt;br /&gt;
[BIND:STRING_A036:REPEAT_SLOW]&lt;br /&gt;
[KEY:$]&lt;br /&gt;
[BIND:STRING_A037:REPEAT_SLOW]&lt;br /&gt;
[KEY:%]&lt;br /&gt;
[BIND:STRING_A038:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;amp;]&lt;br /&gt;
[BIND:STRING_A039:REPEAT_SLOW]&lt;br /&gt;
[KEY:']&lt;br /&gt;
[BIND:STRING_A040:REPEAT_SLOW]&lt;br /&gt;
[KEY:(]&lt;br /&gt;
[BIND:STRING_A041:REPEAT_SLOW]&lt;br /&gt;
[KEY:)]&lt;br /&gt;
[BIND:STRING_A042:REPEAT_SLOW]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
[BIND:STRING_A043:REPEAT_SLOW]&lt;br /&gt;
[KEY:+]&lt;br /&gt;
[BIND:STRING_A044:REPEAT_SLOW]&lt;br /&gt;
[KEY:,]&lt;br /&gt;
[BIND:STRING_A045:REPEAT_SLOW]&lt;br /&gt;
[KEY:-]&lt;br /&gt;
[BIND:STRING_A046:REPEAT_SLOW]&lt;br /&gt;
[KEY:.]&lt;br /&gt;
[BIND:STRING_A047:REPEAT_SLOW]&lt;br /&gt;
[KEY:/]&lt;br /&gt;
[BIND:STRING_A048:REPEAT_SLOW]&lt;br /&gt;
[KEY:0]&lt;br /&gt;
[BIND:STRING_A049:REPEAT_SLOW]&lt;br /&gt;
[KEY:1]&lt;br /&gt;
[BIND:STRING_A050:REPEAT_SLOW]&lt;br /&gt;
[KEY:2]&lt;br /&gt;
[BIND:STRING_A051:REPEAT_SLOW]&lt;br /&gt;
[KEY:3]&lt;br /&gt;
[BIND:STRING_A052:REPEAT_SLOW]&lt;br /&gt;
[KEY:4]&lt;br /&gt;
[BIND:STRING_A053:REPEAT_SLOW]&lt;br /&gt;
[KEY:5]&lt;br /&gt;
[BIND:STRING_A054:REPEAT_SLOW]&lt;br /&gt;
[KEY:6]&lt;br /&gt;
[BIND:STRING_A055:REPEAT_SLOW]&lt;br /&gt;
[KEY:7]&lt;br /&gt;
[BIND:STRING_A056:REPEAT_SLOW]&lt;br /&gt;
[KEY:8]&lt;br /&gt;
[BIND:STRING_A057:REPEAT_SLOW]&lt;br /&gt;
[KEY:9]&lt;br /&gt;
[BIND:STRING_A058:REPEAT_SLOW]&lt;br /&gt;
[KEY::]&lt;br /&gt;
[BIND:STRING_A059:REPEAT_SLOW]&lt;br /&gt;
[KEY:;]&lt;br /&gt;
[BIND:STRING_A060:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
[BIND:STRING_A061:REPEAT_SLOW]&lt;br /&gt;
[KEY:=]&lt;br /&gt;
[BIND:STRING_A062:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BIND:STRING_A063:REPEAT_SLOW]&lt;br /&gt;
[KEY:?]&lt;br /&gt;
[BIND:STRING_A064:REPEAT_SLOW]&lt;br /&gt;
[KEY:@]&lt;br /&gt;
[BIND:STRING_A065:REPEAT_SLOW]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:STRING_A066:REPEAT_SLOW]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:STRING_A067:REPEAT_SLOW]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:STRING_A068:REPEAT_SLOW]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:STRING_A069:REPEAT_SLOW]&lt;br /&gt;
[KEY:E]&lt;br /&gt;
[BIND:STRING_A070:REPEAT_SLOW]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:STRING_A071:REPEAT_SLOW]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:STRING_A072:REPEAT_SLOW]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:STRING_A073:REPEAT_SLOW]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:STRING_A074:REPEAT_SLOW]&lt;br /&gt;
[KEY:J]&lt;br /&gt;
[BIND:STRING_A075:REPEAT_SLOW]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:STRING_A076:REPEAT_SLOW]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:STRING_A077:REPEAT_SLOW]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:STRING_A078:REPEAT_SLOW]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:STRING_A079:REPEAT_SLOW]&lt;br /&gt;
[KEY:O]&lt;br /&gt;
[BIND:STRING_A080:REPEAT_SLOW]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:STRING_A081:REPEAT_SLOW]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:STRING_A082:REPEAT_SLOW]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:STRING_A083:REPEAT_SLOW]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:STRING_A084:REPEAT_SLOW]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:STRING_A085:REPEAT_SLOW]&lt;br /&gt;
[KEY:U]&lt;br /&gt;
[BIND:STRING_A086:REPEAT_SLOW]&lt;br /&gt;
[KEY:V]&lt;br /&gt;
[BIND:STRING_A087:REPEAT_SLOW]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:STRING_A088:REPEAT_SLOW]&lt;br /&gt;
[KEY:X]&lt;br /&gt;
[BIND:STRING_A089:REPEAT_SLOW]&lt;br /&gt;
[KEY:Y]&lt;br /&gt;
[BIND:STRING_A090:REPEAT_SLOW]&lt;br /&gt;
[KEY:Z]&lt;br /&gt;
[BIND:STRING_A091:REPEAT_SLOW]&lt;br /&gt;
[KEY:[]&lt;br /&gt;
[BIND:STRING_A092:REPEAT_SLOW]&lt;br /&gt;
[KEY:\]&lt;br /&gt;
[BIND:STRING_A093:REPEAT_SLOW]&lt;br /&gt;
[KEY:]]&lt;br /&gt;
[BIND:STRING_A094:REPEAT_SLOW]&lt;br /&gt;
[KEY:^]&lt;br /&gt;
[BIND:STRING_A095:REPEAT_SLOW]&lt;br /&gt;
[KEY:_]&lt;br /&gt;
[BIND:STRING_A096:REPEAT_SLOW]&lt;br /&gt;
[KEY:`]&lt;br /&gt;
[BIND:STRING_A097:REPEAT_SLOW]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:STRING_A098:REPEAT_SLOW]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:STRING_A099:REPEAT_SLOW]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:STRING_A100:REPEAT_SLOW]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STRING_A101:REPEAT_SLOW]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:STRING_A102:REPEAT_SLOW]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:STRING_A103:REPEAT_SLOW]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:STRING_A104:REPEAT_SLOW]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:STRING_A105:REPEAT_SLOW]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:STRING_A106:REPEAT_SLOW]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:STRING_A107:REPEAT_SLOW]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:STRING_A108:REPEAT_SLOW]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:STRING_A109:REPEAT_SLOW]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:STRING_A110:REPEAT_SLOW]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:STRING_A111:REPEAT_SLOW]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:STRING_A112:REPEAT_SLOW]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:STRING_A113:REPEAT_SLOW]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:STRING_A114:REPEAT_SLOW]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:STRING_A115:REPEAT_SLOW]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:STRING_A116:REPEAT_SLOW]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:STRING_A117:REPEAT_SLOW]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:STRING_A118:REPEAT_SLOW]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:STRING_A119:REPEAT_SLOW]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:STRING_A120:REPEAT_SLOW]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:STRING_A121:REPEAT_SLOW]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:STRING_A122:REPEAT_SLOW]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:STRING_A123:REPEAT_SLOW]&lt;br /&gt;
[KEY:}]&lt;br /&gt;
[BIND:STRING_A124:REPEAT_SLOW]&lt;br /&gt;
[KEY:?]&lt;br /&gt;
[BIND:STRING_A125:REPEAT_SLOW]&lt;br /&gt;
[KEY:}]&lt;br /&gt;
[BIND:STRING_A126:REPEAT_SLOW]&lt;br /&gt;
[KEY:~]&lt;br /&gt;
[BIND:STRING_A127:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A128:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A129:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A130:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A131:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A132:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A133:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A134:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A135:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A136:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A137:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A138:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A139:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A140:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A141:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A142:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A143:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A144:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A145:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A146:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A147:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A148:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A149:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A150:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A151:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A152:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A153:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A154:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A155:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A156:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A157:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A158:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A159:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A160:REPEAT_SLOW]&lt;br /&gt;
[KEY: ]&lt;br /&gt;
[BIND:STRING_A161:REPEAT_SLOW]&lt;br /&gt;
[KEY:¡]&lt;br /&gt;
[BIND:STRING_A162:REPEAT_SLOW]&lt;br /&gt;
[KEY:¢]&lt;br /&gt;
[BIND:STRING_A163:REPEAT_SLOW]&lt;br /&gt;
[KEY:£]&lt;br /&gt;
[BIND:STRING_A164:REPEAT_SLOW]&lt;br /&gt;
[KEY:¤]&lt;br /&gt;
[BIND:STRING_A165:REPEAT_SLOW]&lt;br /&gt;
[KEY:¥]&lt;br /&gt;
[BIND:STRING_A166:REPEAT_SLOW]&lt;br /&gt;
[KEY:¦]&lt;br /&gt;
[BIND:STRING_A167:REPEAT_SLOW]&lt;br /&gt;
[KEY:§]&lt;br /&gt;
[BIND:STRING_A168:REPEAT_SLOW]&lt;br /&gt;
[KEY:¨]&lt;br /&gt;
[BIND:STRING_A169:REPEAT_SLOW]&lt;br /&gt;
[KEY:©]&lt;br /&gt;
[BIND:STRING_A170:REPEAT_SLOW]&lt;br /&gt;
[KEY:ª]&lt;br /&gt;
[BIND:STRING_A171:REPEAT_SLOW]&lt;br /&gt;
[KEY:«]&lt;br /&gt;
[BIND:STRING_A172:REPEAT_SLOW]&lt;br /&gt;
[KEY:¬]&lt;br /&gt;
[BIND:STRING_A173:REPEAT_SLOW]&lt;br /&gt;
[KEY:­]&lt;br /&gt;
[BIND:STRING_A174:REPEAT_SLOW]&lt;br /&gt;
[KEY:®]&lt;br /&gt;
[BIND:STRING_A175:REPEAT_SLOW]&lt;br /&gt;
[KEY:¯]&lt;br /&gt;
[BIND:STRING_A176:REPEAT_SLOW]&lt;br /&gt;
[KEY:°]&lt;br /&gt;
[BIND:STRING_A177:REPEAT_SLOW]&lt;br /&gt;
[KEY:±]&lt;br /&gt;
[BIND:STRING_A178:REPEAT_SLOW]&lt;br /&gt;
[KEY:²]&lt;br /&gt;
[BIND:STRING_A179:REPEAT_SLOW]&lt;br /&gt;
[KEY:³]&lt;br /&gt;
[BIND:STRING_A180:REPEAT_SLOW]&lt;br /&gt;
[KEY:´]&lt;br /&gt;
[BIND:STRING_A181:REPEAT_SLOW]&lt;br /&gt;
[KEY:µ]&lt;br /&gt;
[BIND:STRING_A182:REPEAT_SLOW]&lt;br /&gt;
[KEY:¶]&lt;br /&gt;
[BIND:STRING_A183:REPEAT_SLOW]&lt;br /&gt;
[KEY:·]&lt;br /&gt;
[BIND:STRING_A184:REPEAT_SLOW]&lt;br /&gt;
[KEY:¸]&lt;br /&gt;
[BIND:STRING_A185:REPEAT_SLOW]&lt;br /&gt;
[KEY:¹]&lt;br /&gt;
[BIND:STRING_A186:REPEAT_SLOW]&lt;br /&gt;
[KEY:º]&lt;br /&gt;
[BIND:STRING_A187:REPEAT_SLOW]&lt;br /&gt;
[KEY:»]&lt;br /&gt;
[BIND:STRING_A188:REPEAT_SLOW]&lt;br /&gt;
[KEY:¼]&lt;br /&gt;
[BIND:STRING_A189:REPEAT_SLOW]&lt;br /&gt;
[KEY:½]&lt;br /&gt;
[BIND:STRING_A190:REPEAT_SLOW]&lt;br /&gt;
[KEY:¾]&lt;br /&gt;
[BIND:STRING_A191:REPEAT_SLOW]&lt;br /&gt;
[KEY:¿]&lt;br /&gt;
[BIND:STRING_A192:REPEAT_SLOW]&lt;br /&gt;
[KEY:À]&lt;br /&gt;
[BIND:STRING_A193:REPEAT_SLOW]&lt;br /&gt;
[KEY:Á]&lt;br /&gt;
[BIND:STRING_A194:REPEAT_SLOW]&lt;br /&gt;
[KEY:Â]&lt;br /&gt;
[BIND:STRING_A195:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ã]&lt;br /&gt;
[BIND:STRING_A196:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ä]&lt;br /&gt;
[BIND:STRING_A197:REPEAT_SLOW]&lt;br /&gt;
[KEY:Å]&lt;br /&gt;
[BIND:STRING_A198:REPEAT_SLOW]&lt;br /&gt;
[KEY:Æ]&lt;br /&gt;
[BIND:STRING_A199:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ç]&lt;br /&gt;
[BIND:STRING_A200:REPEAT_SLOW]&lt;br /&gt;
[KEY:È]&lt;br /&gt;
[BIND:STRING_A201:REPEAT_SLOW]&lt;br /&gt;
[KEY:É]&lt;br /&gt;
[BIND:STRING_A202:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ê]&lt;br /&gt;
[BIND:STRING_A203:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ë]&lt;br /&gt;
[BIND:STRING_A204:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ì]&lt;br /&gt;
[BIND:STRING_A205:REPEAT_SLOW]&lt;br /&gt;
[KEY:Í]&lt;br /&gt;
[BIND:STRING_A206:REPEAT_SLOW]&lt;br /&gt;
[KEY:Î]&lt;br /&gt;
[BIND:STRING_A207:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ï]&lt;br /&gt;
[BIND:STRING_A208:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ð]&lt;br /&gt;
[BIND:STRING_A209:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ñ]&lt;br /&gt;
[BIND:STRING_A210:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ò]&lt;br /&gt;
[BIND:STRING_A211:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ó]&lt;br /&gt;
[BIND:STRING_A212:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ô]&lt;br /&gt;
[BIND:STRING_A213:REPEAT_SLOW]&lt;br /&gt;
[KEY:Õ]&lt;br /&gt;
[BIND:STRING_A214:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ö]&lt;br /&gt;
[BIND:STRING_A215:REPEAT_SLOW]&lt;br /&gt;
[KEY:×]&lt;br /&gt;
[BIND:STRING_A216:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ø]&lt;br /&gt;
[BIND:STRING_A217:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ù]&lt;br /&gt;
[BIND:STRING_A218:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ú]&lt;br /&gt;
[BIND:STRING_A219:REPEAT_SLOW]&lt;br /&gt;
[KEY:Û]&lt;br /&gt;
[BIND:STRING_A220:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ü]&lt;br /&gt;
[BIND:STRING_A221:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ý]&lt;br /&gt;
[BIND:STRING_A222:REPEAT_SLOW]&lt;br /&gt;
[KEY:Þ]&lt;br /&gt;
[BIND:STRING_A223:REPEAT_SLOW]&lt;br /&gt;
[KEY:ß]&lt;br /&gt;
[BIND:STRING_A224:REPEAT_SLOW]&lt;br /&gt;
[KEY:à]&lt;br /&gt;
[BIND:STRING_A225:REPEAT_SLOW]&lt;br /&gt;
[KEY:á]&lt;br /&gt;
[BIND:STRING_A226:REPEAT_SLOW]&lt;br /&gt;
[KEY:â]&lt;br /&gt;
[BIND:STRING_A227:REPEAT_SLOW]&lt;br /&gt;
[KEY:ã]&lt;br /&gt;
[BIND:STRING_A228:REPEAT_SLOW]&lt;br /&gt;
[KEY:ä]&lt;br /&gt;
[BIND:STRING_A229:REPEAT_SLOW]&lt;br /&gt;
[KEY:å]&lt;br /&gt;
[BIND:STRING_A230:REPEAT_SLOW]&lt;br /&gt;
[KEY:æ]&lt;br /&gt;
[BIND:STRING_A231:REPEAT_SLOW]&lt;br /&gt;
[KEY:ç]&lt;br /&gt;
[BIND:STRING_A232:REPEAT_SLOW]&lt;br /&gt;
[KEY:è]&lt;br /&gt;
[BIND:STRING_A233:REPEAT_SLOW]&lt;br /&gt;
[KEY:é]&lt;br /&gt;
[BIND:STRING_A234:REPEAT_SLOW]&lt;br /&gt;
[KEY:ê]&lt;br /&gt;
[BIND:STRING_A235:REPEAT_SLOW]&lt;br /&gt;
[KEY:ë]&lt;br /&gt;
[BIND:STRING_A236:REPEAT_SLOW]&lt;br /&gt;
[KEY:ì]&lt;br /&gt;
[BIND:STRING_A237:REPEAT_SLOW]&lt;br /&gt;
[KEY:í]&lt;br /&gt;
[BIND:STRING_A238:REPEAT_SLOW]&lt;br /&gt;
[KEY:î]&lt;br /&gt;
[BIND:STRING_A239:REPEAT_SLOW]&lt;br /&gt;
[KEY:ï]&lt;br /&gt;
[BIND:STRING_A240:REPEAT_SLOW]&lt;br /&gt;
[KEY:ð]&lt;br /&gt;
[BIND:STRING_A241:REPEAT_SLOW]&lt;br /&gt;
[KEY:ñ]&lt;br /&gt;
[BIND:STRING_A242:REPEAT_SLOW]&lt;br /&gt;
[KEY:ò]&lt;br /&gt;
[BIND:STRING_A243:REPEAT_SLOW]&lt;br /&gt;
[KEY:ó]&lt;br /&gt;
[BIND:STRING_A244:REPEAT_SLOW]&lt;br /&gt;
[KEY:ô]&lt;br /&gt;
[BIND:STRING_A245:REPEAT_SLOW]&lt;br /&gt;
[KEY:õ]&lt;br /&gt;
[BIND:STRING_A246:REPEAT_SLOW]&lt;br /&gt;
[KEY:ö]&lt;br /&gt;
[BIND:STRING_A247:REPEAT_SLOW]&lt;br /&gt;
[KEY:÷]&lt;br /&gt;
[BIND:STRING_A248:REPEAT_SLOW]&lt;br /&gt;
[KEY:ø]&lt;br /&gt;
[BIND:STRING_A249:REPEAT_SLOW]&lt;br /&gt;
[KEY:ù]&lt;br /&gt;
[BIND:STRING_A250:REPEAT_SLOW]&lt;br /&gt;
[KEY:ú]&lt;br /&gt;
[BIND:STRING_A251:REPEAT_SLOW]&lt;br /&gt;
[KEY:û]&lt;br /&gt;
[BIND:STRING_A252:REPEAT_SLOW]&lt;br /&gt;
[KEY:ü]&lt;br /&gt;
[BIND:STRING_A253:REPEAT_SLOW]&lt;br /&gt;
[KEY:ý]&lt;br /&gt;
[BIND:STRING_A254:REPEAT_SLOW]&lt;br /&gt;
[KEY:þ]&lt;br /&gt;
[BIND:STRING_A255:REPEAT_SLOW]&lt;br /&gt;
[KEY:ÿ]&lt;br /&gt;
[BIND:CUSTOM_A:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:CUSTOM_B:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:CUSTOM_C:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:CUSTOM_D:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:CUSTOM_E:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:CUSTOM_F:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:CUSTOM_G:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:CUSTOM_H:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:CUSTOM_I:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:CUSTOM_J:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:CUSTOM_K:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:CUSTOM_L:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:CUSTOM_M:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:CUSTOM_N:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:CUSTOM_O:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:CUSTOM_P:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:CUSTOM_Q:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:CUSTOM_R:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:CUSTOM_S:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:CUSTOM_T:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:CUSTOM_U:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:CUSTOM_V:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:CUSTOM_W:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:CUSTOM_X:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:CUSTOM_Y:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:CUSTOM_Z:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_A:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_B:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_C:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_D:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_E:REPEAT_NOT]&lt;br /&gt;
[KEY:E]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_F:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_G:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_H:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_I:REPEAT_NOT]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_J:REPEAT_NOT]&lt;br /&gt;
[KEY:J]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_K:REPEAT_NOT]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_L:REPEAT_NOT]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_M:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_N:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_O:REPEAT_NOT]&lt;br /&gt;
[KEY:O]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_P:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_Q:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_R:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_S:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_T:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_U:REPEAT_NOT]&lt;br /&gt;
[KEY:U]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_V:REPEAT_NOT]&lt;br /&gt;
[KEY:V]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_W:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_X:REPEAT_NOT]&lt;br /&gt;
[KEY:X]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_Y:REPEAT_NOT]&lt;br /&gt;
[KEY:Y]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_Z:REPEAT_NOT]&lt;br /&gt;
[KEY:Z]&lt;br /&gt;
[BIND:CUSTOM_CTRL_A:REPEAT_NOT]&lt;br /&gt;
[SYM:2:a]&lt;br /&gt;
[BIND:CUSTOM_CTRL_B:REPEAT_NOT]&lt;br /&gt;
[SYM:2:b]&lt;br /&gt;
[BIND:CUSTOM_CTRL_C:REPEAT_NOT]&lt;br /&gt;
[SYM:2:c]&lt;br /&gt;
[BIND:CUSTOM_CTRL_D:REPEAT_NOT]&lt;br /&gt;
[SYM:2:d]&lt;br /&gt;
[BIND:CUSTOM_CTRL_E:REPEAT_NOT]&lt;br /&gt;
[SYM:2:e]&lt;br /&gt;
[BIND:CUSTOM_CTRL_F:REPEAT_NOT]&lt;br /&gt;
[SYM:2:f]&lt;br /&gt;
[BIND:CUSTOM_CTRL_G:REPEAT_NOT]&lt;br /&gt;
[SYM:2:g]&lt;br /&gt;
[BIND:CUSTOM_CTRL_H:REPEAT_NOT]&lt;br /&gt;
[SYM:2:h]&lt;br /&gt;
[BIND:CUSTOM_CTRL_I:REPEAT_NOT]&lt;br /&gt;
[SYM:2:i]&lt;br /&gt;
[BIND:CUSTOM_CTRL_J:REPEAT_NOT]&lt;br /&gt;
[SYM:2:j]&lt;br /&gt;
[BIND:CUSTOM_CTRL_K:REPEAT_NOT]&lt;br /&gt;
[SYM:2:k]&lt;br /&gt;
[BIND:CUSTOM_CTRL_L:REPEAT_NOT]&lt;br /&gt;
[SYM:2:l]&lt;br /&gt;
[BIND:CUSTOM_CTRL_M:REPEAT_NOT]&lt;br /&gt;
[SYM:2:m]&lt;br /&gt;
[BIND:CUSTOM_CTRL_N:REPEAT_NOT]&lt;br /&gt;
[SYM:2:n]&lt;br /&gt;
[BIND:CUSTOM_CTRL_O:REPEAT_NOT]&lt;br /&gt;
[SYM:2:o]&lt;br /&gt;
[BIND:CUSTOM_CTRL_P:REPEAT_NOT]&lt;br /&gt;
[SYM:2:p]&lt;br /&gt;
[BIND:CUSTOM_CTRL_Q:REPEAT_NOT]&lt;br /&gt;
[SYM:2:q]&lt;br /&gt;
[BIND:CUSTOM_CTRL_R:REPEAT_NOT]&lt;br /&gt;
[SYM:2:r]&lt;br /&gt;
[BIND:CUSTOM_CTRL_S:REPEAT_NOT]&lt;br /&gt;
[SYM:2:s]&lt;br /&gt;
[BIND:CUSTOM_CTRL_T:REPEAT_NOT]&lt;br /&gt;
[SYM:2:t]&lt;br /&gt;
[BIND:CUSTOM_CTRL_U:REPEAT_NOT]&lt;br /&gt;
[SYM:2:u]&lt;br /&gt;
[BIND:CUSTOM_CTRL_V:REPEAT_NOT]&lt;br /&gt;
[SYM:2:v]&lt;br /&gt;
[BIND:CUSTOM_CTRL_W:REPEAT_NOT]&lt;br /&gt;
[SYM:2:w]&lt;br /&gt;
[BIND:CUSTOM_CTRL_X:REPEAT_NOT]&lt;br /&gt;
[SYM:2:x]&lt;br /&gt;
[BIND:CUSTOM_CTRL_Y:REPEAT_NOT]&lt;br /&gt;
[SYM:2:y]&lt;br /&gt;
[BIND:CUSTOM_CTRL_Z:REPEAT_NOT]&lt;br /&gt;
[SYM:2:z]&lt;br /&gt;
[BIND:CUSTOM_ALT_A:REPEAT_NOT]&lt;br /&gt;
[SYM:4:a]&lt;br /&gt;
[BIND:CUSTOM_ALT_B:REPEAT_NOT]&lt;br /&gt;
[SYM:4:b]&lt;br /&gt;
[BIND:CUSTOM_ALT_C:REPEAT_NOT]&lt;br /&gt;
[SYM:4:c]&lt;br /&gt;
[BIND:CUSTOM_ALT_D:REPEAT_NOT]&lt;br /&gt;
[SYM:4:d]&lt;br /&gt;
[BIND:CUSTOM_ALT_E:REPEAT_NOT]&lt;br /&gt;
[SYM:4:e]&lt;br /&gt;
[BIND:CUSTOM_ALT_F:REPEAT_NOT]&lt;br /&gt;
[SYM:4:f]&lt;br /&gt;
[BIND:CUSTOM_ALT_G:REPEAT_NOT]&lt;br /&gt;
[SYM:4:g]&lt;br /&gt;
[BIND:CUSTOM_ALT_H:REPEAT_NOT]&lt;br /&gt;
[SYM:4:h]&lt;br /&gt;
[BIND:CUSTOM_ALT_I:REPEAT_NOT]&lt;br /&gt;
[SYM:4:i]&lt;br /&gt;
[BIND:CUSTOM_ALT_J:REPEAT_NOT]&lt;br /&gt;
[SYM:4:j]&lt;br /&gt;
[BIND:CUSTOM_ALT_K:REPEAT_NOT]&lt;br /&gt;
[SYM:4:k]&lt;br /&gt;
[BIND:CUSTOM_ALT_L:REPEAT_NOT]&lt;br /&gt;
[SYM:4:l]&lt;br /&gt;
[BIND:CUSTOM_ALT_M:REPEAT_NOT]&lt;br /&gt;
[SYM:4:m]&lt;br /&gt;
[BIND:CUSTOM_ALT_N:REPEAT_NOT]&lt;br /&gt;
[SYM:4:n]&lt;br /&gt;
[BIND:CUSTOM_ALT_O:REPEAT_NOT]&lt;br /&gt;
[SYM:4:o]&lt;br /&gt;
[BIND:CUSTOM_ALT_P:REPEAT_NOT]&lt;br /&gt;
[SYM:4:p]&lt;br /&gt;
[BIND:CUSTOM_ALT_Q:REPEAT_NOT]&lt;br /&gt;
[SYM:4:q]&lt;br /&gt;
[BIND:CUSTOM_ALT_R:REPEAT_NOT]&lt;br /&gt;
[SYM:4:r]&lt;br /&gt;
[BIND:CUSTOM_ALT_S:REPEAT_NOT]&lt;br /&gt;
[SYM:4:s]&lt;br /&gt;
[BIND:CUSTOM_ALT_T:REPEAT_NOT]&lt;br /&gt;
[SYM:4:t]&lt;br /&gt;
[BIND:CUSTOM_ALT_U:REPEAT_NOT]&lt;br /&gt;
[SYM:4:u]&lt;br /&gt;
[BIND:CUSTOM_ALT_V:REPEAT_NOT]&lt;br /&gt;
[SYM:4:v]&lt;br /&gt;
[BIND:CUSTOM_ALT_W:REPEAT_NOT]&lt;br /&gt;
[SYM:4:w]&lt;br /&gt;
[BIND:CUSTOM_ALT_X:REPEAT_NOT]&lt;br /&gt;
[SYM:4:x]&lt;br /&gt;
[BIND:CUSTOM_ALT_Y:REPEAT_NOT]&lt;br /&gt;
[SYM:4:y]&lt;br /&gt;
[BIND:CUSTOM_ALT_Z:REPEAT_NOT]&lt;br /&gt;
[SYM:4:z]&lt;br /&gt;
[BIND:RECORD_MACRO:REPEAT_NOT]&lt;br /&gt;
[SYM:2:r]&lt;br /&gt;
[BIND:PLAY_MACRO:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:p]&lt;br /&gt;
[BIND:SAVE_MACRO:REPEAT_NOT]&lt;br /&gt;
[SYM:2:s]&lt;br /&gt;
[BIND:LOAD_MACRO:REPEAT_NOT]&lt;br /&gt;
[SYM:2:l]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Key_bindings&amp;diff=116942</id>
		<title>v0.31:Key bindings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Key_bindings&amp;diff=116942"/>
		<updated>2010-06-04T21:31:15Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:SELECT:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:SEC_SELECT:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Enter]&lt;br /&gt;
[SYM:1:Numpad Enter]&lt;br /&gt;
[BIND:DESELECT:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:SELECT_ALL:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Enter]&lt;br /&gt;
[SYM:1:Numpad Enter]&lt;br /&gt;
[BIND:DESELECT_ALL:REPEAT_NOT]&lt;br /&gt;
[KEY:Z]&lt;br /&gt;
[BIND:LEAVESCREEN:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Escape]&lt;br /&gt;
[BIND:LEAVESCREEN_ALL:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Escape]&lt;br /&gt;
[BIND:CLOSE_MEGA_ANNOUNCEMENT:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:OPTIONS:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Escape]&lt;br /&gt;
[BIND:OPTION_EXPORT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HELP:REPEAT_NOT]&lt;br /&gt;
[KEY:?]&lt;br /&gt;
[BIND:TOGGLE_FULLSCREEN:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F11]&lt;br /&gt;
[BIND:MOVIES:REPEAT_NOT]&lt;br /&gt;
[KEY:;]&lt;br /&gt;
[BIND:ZOOM_IN:REPEAT_SLOW]&lt;br /&gt;
[BUTTON:1:5]&lt;br /&gt;
[BIND:ZOOM_OUT:REPEAT_SLOW]&lt;br /&gt;
[BUTTON:1:4]&lt;br /&gt;
[BIND:ZOOM_TOGGLE:REPEAT_NOT]&lt;br /&gt;
[SYM:2:F10]&lt;br /&gt;
[BIND:ZOOM_RESET:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F10]&lt;br /&gt;
[BIND:MOVIE_RECORD:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:MOVIE_PLAY:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:MOVIE_SAVE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:MOVIE_LOAD:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:WORLD_PARAM_TITLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:WORLD_PARAM_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:WORLD_PARAM_COPY:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:WORLD_PARAM_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:WORLD_PARAM_NAME_RANDOM:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:WORLD_PARAM_NAME_ENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:WORLD_PARAM_SEED_RANDOM:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:WORLD_PARAM_SEED_ENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:WORLD_PARAM_DIM_X_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:WORLD_PARAM_DIM_X_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:WORLD_PARAM_DIM_Y_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:WORLD_PARAM_DIM_Y_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:WORLD_PARAM_LOAD:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F1]&lt;br /&gt;
[BIND:WORLD_PARAM_SAVE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F6]&lt;br /&gt;
[BIND:WORLD_PARAM_SET:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:WORLD_PARAM_INCREASE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:6]&lt;br /&gt;
[SYM:0:Numpad 6]&lt;br /&gt;
[SYM:0:Right]&lt;br /&gt;
[BIND:WORLD_PARAM_DECREASE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:4]&lt;br /&gt;
[SYM:0:Numpad 4]&lt;br /&gt;
[SYM:0:Left]&lt;br /&gt;
[BIND:WORLD_PARAM_ENTER_VALUE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:WORLD_PARAM_NULLIFY:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:WORLD_PARAM_PRESET:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:WORLD_PARAM_REJECT_CONTINUE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:WORLD_PARAM_REJECT_ABORT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:WORLD_PARAM_REJECT_ALLOW_THIS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:WORLD_PARAM_REJECT_ALLOW_ALL:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:WORLD_GEN_CONTINUE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:WORLD_GEN_USE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:WORLD_GEN_ABORT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:CHANGETAB:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Tab]&lt;br /&gt;
[BIND:SEC_CHANGETAB:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Tab]&lt;br /&gt;
[BIND:STANDARDSCROLL_UP:REPEAT_FAST]&lt;br /&gt;
[SYM:0:8]&lt;br /&gt;
[SYM:0:Numpad 8]&lt;br /&gt;
[SYM:0:Up]&lt;br /&gt;
[BIND:STANDARDSCROLL_DOWN:REPEAT_FAST]&lt;br /&gt;
[SYM:0:2]&lt;br /&gt;
[SYM:0:Numpad 2]&lt;br /&gt;
[SYM:0:Down]&lt;br /&gt;
[BIND:STANDARDSCROLL_LEFT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:4]&lt;br /&gt;
[SYM:0:Numpad 4]&lt;br /&gt;
[SYM:0:Left]&lt;br /&gt;
[BIND:STANDARDSCROLL_RIGHT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:6]&lt;br /&gt;
[SYM:0:Numpad 6]&lt;br /&gt;
[SYM:0:Right]&lt;br /&gt;
[BIND:STANDARDSCROLL_PAGEUP:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:9]&lt;br /&gt;
[SYM:0:Numpad 9]&lt;br /&gt;
[SYM:0:Page Up]&lt;br /&gt;
[BIND:STANDARDSCROLL_PAGEDOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:3]&lt;br /&gt;
[SYM:0:Numpad 3]&lt;br /&gt;
[SYM:0:Page Down]&lt;br /&gt;
[BIND:SECONDSCROLL_UP:REPEAT_SLOW]&lt;br /&gt;
[KEY:-]&lt;br /&gt;
[BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:+]&lt;br /&gt;
[BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW]&lt;br /&gt;
[KEY:/]&lt;br /&gt;
[BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
[BIND:CURSOR_UP:REPEAT_FAST]&lt;br /&gt;
[SYM:0:8]&lt;br /&gt;
[SYM:0:Numpad 8]&lt;br /&gt;
[SYM:0:Up]&lt;br /&gt;
[BIND:CURSOR_DOWN:REPEAT_FAST]&lt;br /&gt;
[SYM:0:2]&lt;br /&gt;
[SYM:0:Numpad 2]&lt;br /&gt;
[SYM:0:Down]&lt;br /&gt;
[BIND:CURSOR_LEFT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:4]&lt;br /&gt;
[SYM:0:Numpad 4]&lt;br /&gt;
[SYM:0:Left]&lt;br /&gt;
[BIND:CURSOR_RIGHT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:6]&lt;br /&gt;
[SYM:0:Numpad 6]&lt;br /&gt;
[SYM:0:Right]&lt;br /&gt;
[BIND:CURSOR_UPLEFT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:7]&lt;br /&gt;
[SYM:0:Numpad 7]&lt;br /&gt;
[BIND:CURSOR_UPRIGHT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:9]&lt;br /&gt;
[SYM:0:Numpad 9]&lt;br /&gt;
[SYM:0:Page Up]&lt;br /&gt;
[BIND:CURSOR_DOWNLEFT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:1]&lt;br /&gt;
[SYM:0:Numpad 1]&lt;br /&gt;
[BIND:CURSOR_DOWNRIGHT:REPEAT_FAST]&lt;br /&gt;
[SYM:0:3]&lt;br /&gt;
[SYM:0:Numpad 3]&lt;br /&gt;
[SYM:0:Page Down]&lt;br /&gt;
[BIND:CURSOR_UP_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:8]&lt;br /&gt;
[SYM:1:Numpad 8]&lt;br /&gt;
[SYM:1:Up]&lt;br /&gt;
[BIND:CURSOR_DOWN_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:2]&lt;br /&gt;
[SYM:1:Numpad 2]&lt;br /&gt;
[SYM:1:Down]&lt;br /&gt;
[BIND:CURSOR_LEFT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:4]&lt;br /&gt;
[SYM:1:Numpad 4]&lt;br /&gt;
[SYM:1:Left]&lt;br /&gt;
[BIND:CURSOR_RIGHT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:6]&lt;br /&gt;
[SYM:1:Numpad 6]&lt;br /&gt;
[SYM:1:Right]&lt;br /&gt;
[BIND:CURSOR_UPLEFT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:7]&lt;br /&gt;
[SYM:1:Numpad 7]&lt;br /&gt;
[BIND:CURSOR_UPRIGHT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:9]&lt;br /&gt;
[SYM:1:Numpad 9]&lt;br /&gt;
[SYM:1:Page Up]&lt;br /&gt;
[BIND:CURSOR_DOWNLEFT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:1]&lt;br /&gt;
[SYM:1:Numpad 1]&lt;br /&gt;
[BIND:CURSOR_DOWNRIGHT_FAST:REPEAT_FAST]&lt;br /&gt;
[SYM:1:3]&lt;br /&gt;
[SYM:1:Numpad 3]&lt;br /&gt;
[SYM:1:Page Down]&lt;br /&gt;
[BIND:CURSOR_UP_Z:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
[BIND:CURSOR_DOWN_Z:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BIND:CURSOR_UP_Z_AUX:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:5]&lt;br /&gt;
[SYM:1:Numpad 5]&lt;br /&gt;
[BIND:CURSOR_DOWN_Z_AUX:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:5]&lt;br /&gt;
[SYM:2:Numpad 5]&lt;br /&gt;
[BIND:WORLDGEN_EXPORT_MAP:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:LEGENDS_EXPORT_MAP:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:LEGENDS_EXPORT_XML:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:LEGENDS_EXPORT_DETAILED_MAP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:LEGENDS_TOGGLE_CIVSITE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:LEGENDS_STRING_FILTER:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:SETUP_EMBARK:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:SETUP_NAME_FORT:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:SETUP_NAME_GROUP:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:SETUP_RECLAIM:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:SETUP_FIND:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:SETUP_NOTES:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:SETUP_NOTES_TAKE_NOTES:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:SETUP_NOTES_DELETE_NOTE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:SETUP_NOTES_CHANGE_SYMBOL_SELECTION:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:SETUP_NOTES_ADOPT_SYMBOL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:SETUP_LOCAL_Y_UP:REPEAT_SLOW]&lt;br /&gt;
[KEY:U]&lt;br /&gt;
[BIND:SETUP_LOCAL_Y_DOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:SETUP_LOCAL_X_UP:REPEAT_SLOW]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:SETUP_LOCAL_X_DOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:SETUP_LOCAL_Y_MUP:REPEAT_SLOW]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:SETUP_LOCAL_Y_MDOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:SETUP_LOCAL_X_MUP:REPEAT_SLOW]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:SETUP_LOCAL_X_MDOWN:REPEAT_SLOW]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:SETUP_BIOME_1:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F1]&lt;br /&gt;
[BIND:SETUP_BIOME_2:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F2]&lt;br /&gt;
[BIND:SETUP_BIOME_3:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F3]&lt;br /&gt;
[BIND:SETUP_BIOME_4:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F4]&lt;br /&gt;
[BIND:SETUP_BIOME_5:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F5]&lt;br /&gt;
[BIND:SETUP_BIOME_6:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F6]&lt;br /&gt;
[BIND:SETUP_BIOME_7:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F7]&lt;br /&gt;
[BIND:SETUP_BIOME_8:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F8]&lt;br /&gt;
[BIND:SETUP_BIOME_9:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F9]&lt;br /&gt;
[BIND:CHOOSE_NAME_RANDOM:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:CHOOSE_NAME_CLEAR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:CHOOSE_NAME_TYPE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:ITEM_DESCRIPTION:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:ITEM_FORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:ITEM_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:ITEM_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:ITEM_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:A_COMBAT_ATTACK:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:A_COMBAT_DODGE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:A_COMBAT_CHARGEDEF:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_STATUS:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:A_STATUS_WRESTLE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_STATUS_CUSTOMIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:A_STATUS_KILLS:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:A_STATUS_HEALTH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:A_STATUS_ATT_SKILL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:A_STATUS_DESC:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:UNITVIEW_CUSTOMIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:UNITVIEW_HEALTH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:UNITVIEW_RELATIONSHIPS:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:UNITVIEW_RELATIONSHIPS_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:UNITVIEW_RELATIONSHIPS_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:UNITVIEW_KILLS:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:CUSTOMIZE_UNIT_NICKNAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:CUSTOMIZE_UNIT_PROFNAME:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:A_RETURN_TO_ARENA:REPEAT_NOT]&lt;br /&gt;
[KEY:CTRL+A]&lt;br /&gt;
[BIND:A_MOVE_N:REPEAT_FAST]&lt;br /&gt;
[SYM:0:8]&lt;br /&gt;
[SYM:0:Numpad 8]&lt;br /&gt;
[SYM:0:Up]&lt;br /&gt;
[BIND:A_MOVE_S:REPEAT_FAST]&lt;br /&gt;
[SYM:0:2]&lt;br /&gt;
[SYM:0:Numpad 2]&lt;br /&gt;
[SYM:0:Down]&lt;br /&gt;
[BIND:A_MOVE_E:REPEAT_FAST]&lt;br /&gt;
[SYM:0:6]&lt;br /&gt;
[SYM:0:Numpad 6]&lt;br /&gt;
[SYM:0:Right]&lt;br /&gt;
[BIND:A_MOVE_W:REPEAT_FAST]&lt;br /&gt;
[SYM:0:4]&lt;br /&gt;
[SYM:0:Numpad 4]&lt;br /&gt;
[SYM:0:Left]&lt;br /&gt;
[BIND:A_MOVE_NW:REPEAT_FAST]&lt;br /&gt;
[SYM:0:7]&lt;br /&gt;
[SYM:0:Numpad 7]&lt;br /&gt;
[BIND:A_MOVE_NE:REPEAT_FAST]&lt;br /&gt;
[SYM:0:9]&lt;br /&gt;
[SYM:0:Numpad 9]&lt;br /&gt;
[SYM:0:Page Up]&lt;br /&gt;
[BIND:A_MOVE_SW:REPEAT_FAST]&lt;br /&gt;
[SYM:0:1]&lt;br /&gt;
[SYM:0:Numpad 1]&lt;br /&gt;
[BIND:A_MOVE_SE:REPEAT_FAST]&lt;br /&gt;
[SYM:0:3]&lt;br /&gt;
[SYM:0:Numpad 3]&lt;br /&gt;
[SYM:0:Page Down]&lt;br /&gt;
[BIND:A_MOVE_WAIT:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:5]&lt;br /&gt;
[SYM:0:Numpad 5]&lt;br /&gt;
[BIND:A_CARE_MOVE_N:REPEAT_FAST]&lt;br /&gt;
[SYM:4:8]&lt;br /&gt;
[SYM:4:Numpad 8]&lt;br /&gt;
[SYM:4:Up]&lt;br /&gt;
[BIND:A_CARE_MOVE_S:REPEAT_FAST]&lt;br /&gt;
[SYM:4:2]&lt;br /&gt;
[SYM:4:Numpad 2]&lt;br /&gt;
[SYM:4:Down]&lt;br /&gt;
[BIND:A_CARE_MOVE_E:REPEAT_FAST]&lt;br /&gt;
[SYM:4:6]&lt;br /&gt;
[SYM:4:Numpad 6]&lt;br /&gt;
[SYM:4:Right]&lt;br /&gt;
[BIND:A_CARE_MOVE_W:REPEAT_FAST]&lt;br /&gt;
[SYM:4:4]&lt;br /&gt;
[SYM:4:Numpad 4]&lt;br /&gt;
[SYM:4:Left]&lt;br /&gt;
[BIND:A_CARE_MOVE_NW:REPEAT_FAST]&lt;br /&gt;
[SYM:4:7]&lt;br /&gt;
[SYM:4:Numpad 7]&lt;br /&gt;
[BIND:A_CARE_MOVE_NE:REPEAT_FAST]&lt;br /&gt;
[SYM:4:9]&lt;br /&gt;
[SYM:4:Numpad 9]&lt;br /&gt;
[SYM:4:Page Up]&lt;br /&gt;
[BIND:A_CARE_MOVE_SW:REPEAT_FAST]&lt;br /&gt;
[SYM:4:1]&lt;br /&gt;
[SYM:4:Numpad 1]&lt;br /&gt;
[BIND:A_CARE_MOVE_SE:REPEAT_FAST]&lt;br /&gt;
[SYM:4:3]&lt;br /&gt;
[SYM:4:Numpad 3]&lt;br /&gt;
[SYM:4:Page Down]&lt;br /&gt;
[BIND:A_CARE_MOVE_UPDOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:4:5]&lt;br /&gt;
[SYM:4:Numpad 5]&lt;br /&gt;
[BIND:A_MOVE_N_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:8]&lt;br /&gt;
[SYM:1:Numpad 8]&lt;br /&gt;
[SYM:1:Up]&lt;br /&gt;
[BIND:A_MOVE_S_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:2]&lt;br /&gt;
[SYM:1:Numpad 2]&lt;br /&gt;
[SYM:1:Down]&lt;br /&gt;
[BIND:A_MOVE_E_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:6]&lt;br /&gt;
[SYM:1:Numpad 6]&lt;br /&gt;
[SYM:1:Right]&lt;br /&gt;
[BIND:A_MOVE_W_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:4]&lt;br /&gt;
[SYM:1:Numpad 4]&lt;br /&gt;
[SYM:1:Left]&lt;br /&gt;
[BIND:A_MOVE_NW_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:7]&lt;br /&gt;
[SYM:1:Numpad 7]&lt;br /&gt;
[BIND:A_MOVE_NE_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:9]&lt;br /&gt;
[SYM:1:Numpad 9]&lt;br /&gt;
[SYM:1:Page Up]&lt;br /&gt;
[BIND:A_MOVE_SW_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:1]&lt;br /&gt;
[SYM:1:Numpad 1]&lt;br /&gt;
[BIND:A_MOVE_SE_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:3]&lt;br /&gt;
[SYM:1:Numpad 3]&lt;br /&gt;
[SYM:1:Page Down]&lt;br /&gt;
[BIND:A_MOVE_UP:REPEAT_SLOW]&lt;br /&gt;
[SYM:1:5]&lt;br /&gt;
[SYM:1:Numpad 5]&lt;br /&gt;
[BIND:A_MOVE_N_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:8]&lt;br /&gt;
[SYM:2:Numpad 8]&lt;br /&gt;
[SYM:2:Up]&lt;br /&gt;
[BIND:A_MOVE_S_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:2]&lt;br /&gt;
[SYM:2:Numpad 2]&lt;br /&gt;
[SYM:2:Down]&lt;br /&gt;
[BIND:A_MOVE_E_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:6]&lt;br /&gt;
[SYM:2:Numpad 6]&lt;br /&gt;
[SYM:2:Right]&lt;br /&gt;
[BIND:A_MOVE_W_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:4]&lt;br /&gt;
[SYM:2:Numpad 4]&lt;br /&gt;
[SYM:2:Left]&lt;br /&gt;
[BIND:A_MOVE_NW_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:7]&lt;br /&gt;
[SYM:2:Numpad 7]&lt;br /&gt;
[BIND:A_MOVE_NE_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:9]&lt;br /&gt;
[SYM:2:Numpad 9]&lt;br /&gt;
[SYM:2:Page Up]&lt;br /&gt;
[BIND:A_MOVE_SW_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:1]&lt;br /&gt;
[SYM:2:Numpad 1]&lt;br /&gt;
[BIND:A_MOVE_SE_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:3]&lt;br /&gt;
[SYM:2:Numpad 3]&lt;br /&gt;
[SYM:2:Page Down]&lt;br /&gt;
[BIND:A_MOVE_DOWN:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:5]&lt;br /&gt;
[SYM:2:Numpad 5]&lt;br /&gt;
[BIND:A_MOVE_UP_AUX:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
[BIND:A_MOVE_DOWN_AUX:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BIND:A_CLEAR_ANNOUNCEMENTS:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:Space]&lt;br /&gt;
[BIND:A_SLEEP:REPEAT_NOT]&lt;br /&gt;
[KEY:Z]&lt;br /&gt;
[BIND:A_WAIT:REPEAT_NOT]&lt;br /&gt;
[KEY:.]&lt;br /&gt;
[BIND:A_ATTACK:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:A_LOOK:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:A_SEARCH:REPEAT_NOT]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:A_TALK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:A_INTERACT:REPEAT_NOT]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:A_INV_LOOK:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:A_INV_REMOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:A_INV_WEAR:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:A_INV_EATDRINK:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:A_INV_PUTIN:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:A_INV_DROP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:A_GROUND:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:A_THROW:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:A_SHOOT:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:A_ANNOUNCEMENTS:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:A_COMBAT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_MOVEMENT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:A_MOVEMENT_SWIM:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:A_SNEAK:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:A_CENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:A_BUILDING:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:A_TRAVEL:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:A_DATE:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:A_WEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:A_TEMPERATURE:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:A_STANCE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_MAKE_ASH:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_MAKE_CHARCOAL:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_MELT_OBJECT:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_GLASS_GREEN:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CLEAR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CRYSTAL:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_COLLECT_SAND:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_GLASS_ROUGH:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_GLASS_ARMORSTAND:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_GLASS_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CABINET:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_GLASS_COFFIN:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_GLASS_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_GLASS_HATCH_COVER:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:HOTKEY_GLASS_GRATE:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:HOTKEY_GLASS_GOBLET:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:HOTKEY_GLASS_TOY:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:HOTKEY_GLASS_INSTRUMENT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_GLASS_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_GLASS_STATUE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:HOTKEY_GLASS_TABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_GLASS_CHAIR:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_GLASS_BLOCKS:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_GLASS_FLASK:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:HOTKEY_GLASS_WEAPONRACK:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_GLASS_WINDOW:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_ASHERY_LYE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_ASHERY_POTASH:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_ASHERY_POTASH_DIRECT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BARREL:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BLOCKS:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BUCKET:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_TRAP_ANIMAL:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_ARMORSTAND:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BED:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_CHAIR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_COFFIN:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_HATCH_COVER:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_GRATE:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_CABINET:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BIN:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_WEAPONRACK:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_CARPENTER_TABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_SIEGE_BALLISTA:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_SIEGE_CATAPULT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_FLASK:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_SHIRT:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_CLOAK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_BACKPACK:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_QUIVER:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_LEATHER_IMAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_MAT_PLANT:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_MAT_SILK:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_SHIRT:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_CLOAK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_CHAIN:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_CLOTHES_IMAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_STONE:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_SHELL:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_TOOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_HORN:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_DEC_PEARL:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_TOTEM:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_SILK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_SHELL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_TOOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_HORN:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_PEARL:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_LEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_CRAFTS:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_GOBLET:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_INSTRUMENT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_CRAFTS_MAT_TOY:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:HOTKEY_SMITH_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_SMITH_ARMOR:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_SMITH_FURNITURE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_SMITH_SIEGE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_SMITH_TRAP:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_SMITH_OTHER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_SMITH_METAL:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ARMORSTAND:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BED:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CHAIR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_COFFIN:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CABINET:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_KENNEL:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FARMPLOT:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WEAPONRACK:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_STATUE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ROAD_PAVED:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ROAD_DIRT:REPEAT_NOT]&lt;br /&gt;
[KEY:O]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BRIDGE:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WELL:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SIEGEENGINE:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WINDOW_GLASS:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WINDOW_GEM:REPEAT_NOT]&lt;br /&gt;
[KEY:Y]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SHOP:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ANIMALTRAP:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CHAIN:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRADEDEPOT:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SUPPORT:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_ARCHERYTARGET:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRACTION_BENCH:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_HATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_GRATE_WALL:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_GRATE_FLOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BARS_VERTICAL:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_BARS_FLOOR:REPEAT_NOT]&lt;br /&gt;
[SYM:4:b]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_SCREW_PUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_WATER_WHEEL:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_WINDMILL:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SIEGEENGINE_BALLISTA:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_SIEGEENGINE_CATAPULT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_STONE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_LEVER:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_TRIGGER:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_TRAP_SPIKE:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_LEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_QUERN:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_MILLSTONE:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_LOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_CLOTHES:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_BOWYER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_CARPENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_METALSMITH:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_LAVAMILL:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_JEWELER:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_MASON:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_BUTCHER:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_TANNER:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_SIEGE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_MECHANIC:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_STILL:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_FARMER:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_KITCHEN:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_FISHERY:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_ASHERY:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_WORKSHOP_DYER:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_SMELTER:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_GLASS:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_KILN:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_SMELTER_LAVA:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_GLASS_LAVA:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_FURNACE_KILN_LAVA:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_WALL:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_FLOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_RAMP:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:D_ONESTEP:REPEAT_NOT]&lt;br /&gt;
[KEY:.]&lt;br /&gt;
[BIND:D_PAUSE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Space]&lt;br /&gt;
[BIND:D_DEPOT:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:D_HOT_KEYS:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:D_HOTKEY1:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F1]&lt;br /&gt;
[BIND:D_HOTKEY2:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F2]&lt;br /&gt;
[BIND:D_HOTKEY3:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F3]&lt;br /&gt;
[BIND:D_HOTKEY4:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F4]&lt;br /&gt;
[BIND:D_HOTKEY5:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F5]&lt;br /&gt;
[BIND:D_HOTKEY6:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F6]&lt;br /&gt;
[BIND:D_HOTKEY7:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F7]&lt;br /&gt;
[BIND:D_HOTKEY8:REPEAT_NOT]&lt;br /&gt;
[SYM:0:F8]&lt;br /&gt;
[BIND:D_HOTKEY9:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F1]&lt;br /&gt;
[BIND:D_HOTKEY10:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F2]&lt;br /&gt;
[BIND:D_HOTKEY11:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F3]&lt;br /&gt;
[BIND:D_HOTKEY12:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F4]&lt;br /&gt;
[BIND:D_HOTKEY13:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F5]&lt;br /&gt;
[BIND:D_HOTKEY14:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F6]&lt;br /&gt;
[BIND:D_HOTKEY15:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F7]&lt;br /&gt;
[BIND:D_HOTKEY16:REPEAT_NOT]&lt;br /&gt;
[SYM:1:F8]&lt;br /&gt;
[BIND:D_HOTKEY_CHANGE_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_HOTKEY_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:D_ANNOUNCE:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_REPORTS:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_BUILDING:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:D_CIVLIST:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_DESIGNATE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_ARTLIST:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:D_NOBLES:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_ORDERS:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:D_MILITARY:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_MILITARY_CREATE_SQUAD:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_DISBAND_SQUAD:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_MILITARY_CREATE_SUB_SQUAD:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:D_MILITARY_CANCEL_ORDERS:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_POSITIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_SET:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:D_MILITARY_ALERTS_SET_RETAIN:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Enter]&lt;br /&gt;
[SYM:1:Numpad Enter]&lt;br /&gt;
[BIND:D_MILITARY_EQUIP:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:D_MILITARY_EQUIP_CUSTOMIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:V]&lt;br /&gt;
[BIND:D_MILITARY_EQUIP_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:U]&lt;br /&gt;
[BIND:D_MILITARY_EQUIP_PRIORITY:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:D_MILITARY_UNIFORMS:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES_WATER_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:-]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES_WATER_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:+]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES_FOOD_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:/]&lt;br /&gt;
[BIND:D_MILITARY_SUPPLIES_FOOD_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_ADD_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_REMOVE_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_LOWER_AMOUNT:REPEAT_NOT]&lt;br /&gt;
[KEY:-]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_RAISE_AMOUNT:REPEAT_NOT]&lt;br /&gt;
[KEY:+]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_LOWER_AMOUNT_LOTS:REPEAT_NOT]&lt;br /&gt;
[KEY:/]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_RAISE_AMOUNT_LOTS:REPEAT_NOT]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_MATERIAL:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_COMBAT:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:D_MILITARY_AMMUNITION_TRAINING:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:D_MILITARY_TRAINING:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:D_MILITARY_SCHEDULE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_MILITARY_ADD_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_MILITARY_DELETE_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_MILITARY_NAME_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:D_MILITARY_ADD_ARMOR:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:D_MILITARY_ADD_PANTS:REPEAT_NOT]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:D_MILITARY_ADD_HELM:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:D_MILITARY_ADD_GLOVES:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:D_MILITARY_ADD_BOOTS:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:D_MILITARY_ADD_SHIELD:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:D_MILITARY_ADD_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:D_MILITARY_ADD_MATERIAL:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:D_MILITARY_ADD_COLOR:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:D_MILITARY_REPLACE_CLOTHING:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_MILITARY_EXACT_MATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_ROOMS:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:D_SQUADS:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_SQUADS_MOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_SQUADS_KILL:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:D_SQUADS_KILL_LIST:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:D_SQUADS_KILL_RECT:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_SQUADS_SCHEDULE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_SQUADS_CANCEL_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:D_SQUADS_ALERT:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:D_SQUADS_SELECT_INDIVIDUALS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_SQUADS_CENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:D_SQUAD_SCH_SLEEP:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_SQUAD_SCH_CIVILIAN_UNIFORM:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:D_SQUAD_SCH_GIVE_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:D_SQUAD_SCH_EDIT_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:D_SQUAD_SCH_CANCEL_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:D_SQUAD_SCH_COPY_ORDERS:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_SQUAD_SCH_PASTE_ORDERS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_SQUAD_SCH_MS_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_STOCKPILES:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_CIVZONE:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:D_VIEWUNIT:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:D_JOBLIST:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:D_UNITLIST:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:D_LOOK:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:D_BURROWS:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:D_BURROWS_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_BURROWS_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_BURROWS_DEFINE:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:D_BURROWS_ADD_UNIT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_BURROWS_CENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:D_BURROWS_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_BURROWS_CHANGE_SELECTION:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_BURROWS_BRUSH:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:D_BURROWS_REMOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_NOTE:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:D_NOTE_PLACE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_NOTE_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_NOTE_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_NOTE_ENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:D_NOTE_ADOPT_SYMBOL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:D_NOTE_CHANGE_SELECTION:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_NOTE_POINTS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:D_NOTE_ROUTE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_EDIT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_DELETE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_CENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_NOTE_ROUTE_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:D_BUILDJOB:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:D_STATUS:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:D_STATUS_OVERALL_HEALTH_RECENTER:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:D_BUILDITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:A_ENTER_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:A_CUST_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_RANDOM_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:A_CHANGE_GENDER:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:A_END_TRAVEL:REPEAT_NOT]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BIND:A_TRAVEL_CLOUDS:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_LOG:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:A_TRAVEL_LOG:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:A_LOG_TASKS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:A_LOG_ENTITIES:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:A_LOG_SITES:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:A_LOG_SUBREGIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:A_LOG_FEATURE_LAYERS:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:A_LOG_ZOOM_CURRENT_LOCATION:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:A_LOG_ZOOM_SELECTED:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:A_LOG_LINE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:A_LOG_MAP:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:ORDERS_AUTOFORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:ORDERS_FORBID_PROJECTILE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:ORDERS_FORBID_YOUR_CORPSE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:ORDERS_FORBID_YOUR_ITEMS:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:ORDERS_FORBID_OTHER_CORPSE:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:ORDERS_FORBID_OTHER_ITEMS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:ORDERS_REFUSE_GATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:ORDERS_REFUSE_OUTSIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_CORPSE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_SKULL:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_SHELL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_SKIN:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:ORDERS_REFUSE_DUMP_OTHER:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:ORDERS_GATHER_FURNITURE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:ORDERS_GATHER_ANIMALS:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:ORDERS_GATHER_FOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:ORDERS_GATHER_BODIES:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:ORDERS_REFUSE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:ORDERS_GATHER_STONE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ORDERS_GATHER_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:ORDERS_ALL_HARVEST:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:ORDERS_SAMEPILE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:ORDERS_MIXFOODS:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:ORDERS_WORKSHOP:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:ORDERS_COLLECT_WEB:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:ORDERS_SLAUGHTER:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ORDERS_BUTCHER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:ORDERS_TAN:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:ORDERS_LOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:ORDERS_AUTO_FISHERY:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:ORDERS_AUTO_KITCHEN:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:ORDERS_AUTO_KILN:REPEAT_NOT]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:ORDERS_AUTO_SMELTER:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:ORDERS_AUTO_OTHER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:ORDERS_ZONE:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:ORDERS_ZONE_DRINKING:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:ORDERS_ZONE_FISHING:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:ORDERS_DYED_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:ORDERS_EXCEPTIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:DESTROYBUILDING:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:SUSPENDBUILDING:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:MENU_CONFIRM:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:SAVE_BINDINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:LOAD_BINDINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_STILL_BREW:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_STILL_EXTRACT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_LOOM_COLLECT_SILK:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_LOOM_WEAVE_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_LOOM_WEAVE_SILK:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_LOOM_WEAVE_METAL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_KITCHEN_COOK_2:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_KITCHEN_COOK_3:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_KITCHEN_COOK_4:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_KITCHEN_RENDER_FAT:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_FARMER_PROCESS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_FARMER_PROCESS_VIAL:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:HOTKEY_FARMER_PROCESS_BAG:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_FARMER_PROCESS_BARREL:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_FARMER_CHEESE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_FARMER_MILK:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_MILL_MILL:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_TRAIN_HUNT:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_CATCH_VERMIN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_TAME_VERMIN:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_TAME_UNIT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_KENNEL_TRAIN_WAR:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_FISHERY_PROCESS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_FISHERY_EXTRACT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_FISHERY_CATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_BUTCHER_BUTCHER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_BUTCHER_EXTRACT:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_BUTCHER_CATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_TANNER_TAN:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_DYER_THREAD:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_DYER_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_FURNITURE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_FINISHED:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_AMMO:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_CUT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_JEWELER_ENCRUST:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:HOTKEY_MECHANIC_PARTS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_MECHANIC_TRACTION_BENCH:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:HOTKEY_MASON_ARMORSTAND:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_MASON_BLOCKS:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_MASON_CHAIR:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_MASON_COFFIN:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:HOTKEY_MASON_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_MASON_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:HOTKEY_MASON_HATCH_COVER:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:HOTKEY_MASON_GRATE:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:HOTKEY_MASON_CABINET:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_MASON_BOX:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_MASON_STATUE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:HOTKEY_MASON_TABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:HOTKEY_MASON_WEAPONRACK:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_MASON_QUERN:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:HOTKEY_MASON_MILLSTONE:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:HOTKEY_TRAP_BRIDGE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:HOTKEY_TRAP_DOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:HOTKEY_TRAP_FLOODGATE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:HOTKEY_TRAP_HATCH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:HOTKEY_TRAP_GRATE_WALL:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:HOTKEY_TRAP_GRATE_FLOOR:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:HOTKEY_TRAP_BARS_VERTICAL:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:HOTKEY_TRAP_BARS_FLOOR:REPEAT_NOT]&lt;br /&gt;
[SYM:4:b]&lt;br /&gt;
[BIND:HOTKEY_TRAP_SUPPORT:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:HOTKEY_TRAP_CHAIN:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:HOTKEY_TRAP_CAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:HOTKEY_TRAP_SPIKE:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:HOTKEY_TRAP_GEAR_ASSEMBLY:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:HOTKEY_TRAP_PULL_LEVER:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:BUILDJOB_ADD:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_CANCEL:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_PROMOTE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:BUILDJOB_REPEAT:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_SUSPEND:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_WORKSHOP_PROFILE:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:BUILDJOB_WELL_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_WELL_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_RIGHT:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDJOB_TARGET_LEFT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_STATUE_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_STATUE_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_STATUE_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_JUSTICE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_ASSIGN_OCC:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_WATER:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDJOB_CAGE_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_ASSIGN_OCC:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_JUSTICE:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_CHAIN_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_SIEGE_FIRING:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_SIEGE_ORIENT:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:BUILDJOB_DOOR_INTERNAL:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_DOOR_LOCK:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:BUILDJOB_DOOR_AJAR:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_BURIAL:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_CIV:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_COFFIN_PET:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:BUILDJOB_CHAIR_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_CHAIR_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_CHAIR_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_TABLE_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_TABLE_HALL:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:BUILDJOB_TABLE_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_TABLE_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_BED_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_BED_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_BED_BARRACKS:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_BED_DORMITORY:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDJOB_BED_RENT:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:BUILDJOB_BED_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_BED_NAME:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:BUILDJOB_BED_SLEEP:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_BED_TRAIN:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:BUILDJOB_BED_INDIV_EQ:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDJOB_BED_SQUAD_EQ:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:BUILDJOB_BED_POSITION:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:BUILDJOB_DEPOT_BRING:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:BUILDJOB_DEPOT_TRADE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:BUILDJOB_DEPOT_REQUEST_TRADER:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_DEPOT_BROKER_ONLY:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_ANIMALTRAP_BAIT_NONE:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_ANIMALTRAP_BAIT_MEAT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:BUILDJOB_ANIMALTRAP_BAIT_FISH:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_ANIMALTRAP_BAIT_GEM:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:BUILDJOB_FARM_FALLOW:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_FARM_FERTILIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_FARM_SEASFERT:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_FARM_SPRING:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_FARM_SUMMER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_FARM_AUTUMN:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_FARM_WINTER:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_MASTER:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_DELETE_CHILD:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_SETTINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BARREL_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BARREL_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BARREL_ZERO:REPEAT_NOT]&lt;br /&gt;
[KEY:E]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BARREL_MAX:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BIN_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BIN_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BIN_ZERO:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:BUILDJOB_STOCKPILE_BIN_MAX:REPEAT_NOT]&lt;br /&gt;
[KEY:V]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_BRONZE:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_COPPER:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_IRON:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_STEEL:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDJOB_RACK_MAT_METAL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_BONE:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_LEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_COPPER:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_BRONZE:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_STEEL:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_IRON:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDJOB_STAND_MAT_METAL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_ASSIGN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_FREE:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_SIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_MAT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_DEFAULTS1:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_KILL1:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_DEFAULTS2:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:BUILDJOB_RACKSTAND_KILL2:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_ENABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_DISABLE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_PERMIT_ALL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_FORBID_ALL:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_PERMIT_SUB:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_FORBID_SUB:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_SPECIFIC1:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:STOCKPILE_SETTINGS_SPECIFIC2:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:D_BITEM_FORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:D_BITEM_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_BITEM_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_BITEM_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:D_LOOK_FORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:D_LOOK_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:D_LOOK_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:D_LOOK_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:D_LOOK_ARENA_CREATURE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:D_LOOK_ARENA_ADV_MODE:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:D_LOOK_ARENA_WATER:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:D_LOOK_ARENA_MAGMA:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:ARENA_CREATURE_SIDE_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ARENA_CREATURE_SIDE_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:ARENA_CREATURE_NEW_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:ARENA_CREATURE_BLANK_LIST:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:ARENA_CREATURE_REMOVE_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:ARENA_CREATURE_UNDEAD:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:ASSIGNTRADE_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:ASSIGNTRADE_STRING:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:ASSIGNTRADE_EXCLUDE_PROHIBITED:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:ASSIGNTRADE_PENDING:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:ASSIGNTRADE_SORT:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:NOBLELIST_REPLACE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:NOBLELIST_SETTINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:NOBLELIST_CAPITAL:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:NOBLELIST_VIEW_CANDIDATE:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:A_BARTER_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_1:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_2:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_3:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_4:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_5:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_6:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_7:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_8:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:A_BARTER_CURRENCY_9:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:A_BARTER_TRADE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:TRADE_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:TRADE_TRADE:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:TRADE_OFFER:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:TRADE_SEIZE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:STORES_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:STORES_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:STORES_FORBID:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:STORES_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:STORES_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STORES_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:MILITARY_ACTIVATE:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:MILITARY_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:MILITARY_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:MILITARY_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:ANNOUNCE_ZOOM:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:UNITJOB_REMOVE_CRE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:UNITJOB_ZOOM_CRE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:UNITJOB_ZOOM_BUILD:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:UNITJOB_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:UNITJOB_MANAGER:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:MANAGER_NEW_ORDER:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:MANAGER_REMOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:MANAGER_PROMOTE:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:MANAGER_MAX:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:MANAGER_WAGES:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:PET_BUTCHER:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:KITCHEN_COOK:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:KITCHEN_BREW:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:SETUPGAME_NEW:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:SETUPGAME_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:SETUPGAME_CUSTOMIZE_UNIT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:SETUPGAME_SAVE_PROFILE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:SETUPGAME_SAVE_PROFILE_ABORT:REPEAT_NOT]&lt;br /&gt;
[SYM:1:Space]&lt;br /&gt;
[BIND:SETUPGAME_SAVE_PROFILE_GO:REPEAT_NOT]&lt;br /&gt;
[SYM:0:Enter]&lt;br /&gt;
[SYM:0:Numpad Enter]&lt;br /&gt;
[BIND:SETUPGAME_VIEW_PROFILE_PROBLEMS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:CIVZONE_REMOVE:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:CIVZONE_REMOVE_ZONE:REPEAT_NOT]&lt;br /&gt;
[KEY:X]&lt;br /&gt;
[BIND:CIVZONE_SHAPE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:CIVZONE_NEXT:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:CIVZONE_WATER_SOURCE:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:CIVZONE_FISH:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:CIVZONE_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:CIVZONE_POND:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:CIVZONE_HOSPITAL:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:CIVZONE_SAND_COLLECT:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:CIVZONE_MEETING:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:CIVZONE_ACTIVE:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:CIVZONE_POND_OPTIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:CIVZONE_POND_WATER:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:CIVZONE_HOSPITAL_OPTIONS:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:STOCKPILE_ANIMAL:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:STOCKPILE_FOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:STOCKPILE_FURNITURE:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:STOCKPILE_GRAVEYARD:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:STOCKPILE_REFUSE:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:STOCKPILE_WOOD:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:STOCKPILE_STONE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:STOCKPILE_GEM:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:STOCKPILE_BARBLOCK:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:STOCKPILE_CLOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:STOCKPILE_LEATHER:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:STOCKPILE_AMMO:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:STOCKPILE_COINS:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:STOCKPILE_FINISHED:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:STOCKPILE_WEAPON:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:STOCKPILE_ARMOR:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STOCKPILE_CUSTOM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:STOCKPILE_CUSTOM_SETTINGS:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:STOCKPILE_NONE:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:DESIGNATE_BITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:DESIGNATE_CLAIM:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:DESIGNATE_UNCLAIM:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:DESIGNATE_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:DESIGNATE_NO_MELT:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:DESIGNATE_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:DESIGNATE_NO_DUMP:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:DESIGNATE_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:DESIGNATE_NO_HIDE:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:DESIGNATE_DIG:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:DESIGNATE_DIG_REMOVE_STAIRS_RAMPS:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:DESIGNATE_STAIR_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:DESIGNATE_STAIR_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:DESIGNATE_STAIR_UPDOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_HIGH:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_NORMAL:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_LOW:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_RESTRICTED:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_INCREASE_WEIGHT:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_DECREASE_WEIGHT:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:DESIGNATE_RAMP:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:DESIGNATE_CHANNEL:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:DESIGNATE_CHOP:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:DESIGNATE_PLANTS:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:DESIGNATE_SMOOTH:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:DESIGNATE_ENGRAVE:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:DESIGNATE_FORTIFY:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:DESIGNATE_TOGGLE_ENGRAVING:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:DESIGNATE_UNDO:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:DESIGNATE_REMOVE_CONSTRUCTION:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:BUILDING_DIM_Y_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:BUILDING_DIM_Y_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:BUILDING_DIM_X_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:BUILDING_DIM_X_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:BUILDING_ORIENT_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDING_ORIENT_LEFT:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDING_ORIENT_RIGHT:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDING_ORIENT_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:BUILDING_ORIENT_NONE:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDING_VIEW_ITEM:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:BUILDING_ADVANCE_STAGE:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDING_EXPAND_CONTRACT:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_ENABLE_WATER:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_WATER_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_WATER_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_WATER_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_WATER_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_ENABLE_MAGMA:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_MAGMA_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_MAGMA_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_MAGMA_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_MAGMA_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_ENABLE_CREATURE:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_ENABLE_LOCALS:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_SIZE_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MIN_SIZE_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_SIZE_UP:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_MAX_SIZE_DOWN:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:BUILDING_TRIGGER_RESETS:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:UNITVIEW_GEN:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:UNITVIEW_INV:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:UNITVIEW_PRF:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:UNITVIEW_WND:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:UNITVIEW_NEXT:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:UNITVIEW_SLAUGHTER:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:UNITVIEW_GEN_COMBAT:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:UNITVIEW_GEN_LABOR:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:UNITVIEW_GEN_MISC:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:UNITVIEW_PRF_PROF:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:UNITVIEW_PRF_PET:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:UNITVIEW_PRF_PET_HUNT:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:UNITVIEW_PRF_PET_WAR:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:UNITVIEW_PRF_VIEW:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:BUILDINGLIST_ZOOM_T:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:BUILDINGLIST_ZOOM_Q:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:OPTION1:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:OPTION2:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:OPTION3:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:OPTION4:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:OPTION5:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:OPTION6:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:OPTION7:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:OPTION8:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:OPTION9:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:OPTION10:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:OPTION11:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:OPTION12:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:OPTION13:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:OPTION14:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:OPTION15:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:OPTION16:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:OPTION17:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:OPTION18:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:OPTION19:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:OPTION20:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:SEC_OPTION1:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:SEC_OPTION2:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:SEC_OPTION3:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:SEC_OPTION4:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:SEC_OPTION5:REPEAT_NOT]&lt;br /&gt;
[KEY:E]&lt;br /&gt;
[BIND:SEC_OPTION6:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:SEC_OPTION7:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:SEC_OPTION8:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:SEC_OPTION9:REPEAT_NOT]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:SEC_OPTION10:REPEAT_NOT]&lt;br /&gt;
[KEY:J]&lt;br /&gt;
[BIND:SEC_OPTION11:REPEAT_NOT]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:SEC_OPTION12:REPEAT_NOT]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:SEC_OPTION13:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:SEC_OPTION14:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:SEC_OPTION15:REPEAT_NOT]&lt;br /&gt;
[KEY:O]&lt;br /&gt;
[BIND:SEC_OPTION16:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:SEC_OPTION17:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:SEC_OPTION18:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:SEC_OPTION19:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:SEC_OPTION20:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:STRING_A000:REPEAT_SLOW]&lt;br /&gt;
[SYM:0:Backspace]&lt;br /&gt;
[BIND:STRING_A032:REPEAT_SLOW]&lt;br /&gt;
[KEY: ]&lt;br /&gt;
[BIND:STRING_A033:REPEAT_SLOW]&lt;br /&gt;
[KEY:!]&lt;br /&gt;
[BIND:STRING_A034:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;quot;]&lt;br /&gt;
[BIND:STRING_A035:REPEAT_SLOW]&lt;br /&gt;
[KEY:#]&lt;br /&gt;
[BIND:STRING_A036:REPEAT_SLOW]&lt;br /&gt;
[KEY:$]&lt;br /&gt;
[BIND:STRING_A037:REPEAT_SLOW]&lt;br /&gt;
[KEY:%]&lt;br /&gt;
[BIND:STRING_A038:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;amp;]&lt;br /&gt;
[BIND:STRING_A039:REPEAT_SLOW]&lt;br /&gt;
[KEY:']&lt;br /&gt;
[BIND:STRING_A040:REPEAT_SLOW]&lt;br /&gt;
[KEY:(]&lt;br /&gt;
[BIND:STRING_A041:REPEAT_SLOW]&lt;br /&gt;
[KEY:)]&lt;br /&gt;
[BIND:STRING_A042:REPEAT_SLOW]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
[BIND:STRING_A043:REPEAT_SLOW]&lt;br /&gt;
[KEY:+]&lt;br /&gt;
[BIND:STRING_A044:REPEAT_SLOW]&lt;br /&gt;
[KEY:,]&lt;br /&gt;
[BIND:STRING_A045:REPEAT_SLOW]&lt;br /&gt;
[KEY:-]&lt;br /&gt;
[BIND:STRING_A046:REPEAT_SLOW]&lt;br /&gt;
[KEY:.]&lt;br /&gt;
[BIND:STRING_A047:REPEAT_SLOW]&lt;br /&gt;
[KEY:/]&lt;br /&gt;
[BIND:STRING_A048:REPEAT_SLOW]&lt;br /&gt;
[KEY:0]&lt;br /&gt;
[BIND:STRING_A049:REPEAT_SLOW]&lt;br /&gt;
[KEY:1]&lt;br /&gt;
[BIND:STRING_A050:REPEAT_SLOW]&lt;br /&gt;
[KEY:2]&lt;br /&gt;
[BIND:STRING_A051:REPEAT_SLOW]&lt;br /&gt;
[KEY:3]&lt;br /&gt;
[BIND:STRING_A052:REPEAT_SLOW]&lt;br /&gt;
[KEY:4]&lt;br /&gt;
[BIND:STRING_A053:REPEAT_SLOW]&lt;br /&gt;
[KEY:5]&lt;br /&gt;
[BIND:STRING_A054:REPEAT_SLOW]&lt;br /&gt;
[KEY:6]&lt;br /&gt;
[BIND:STRING_A055:REPEAT_SLOW]&lt;br /&gt;
[KEY:7]&lt;br /&gt;
[BIND:STRING_A056:REPEAT_SLOW]&lt;br /&gt;
[KEY:8]&lt;br /&gt;
[BIND:STRING_A057:REPEAT_SLOW]&lt;br /&gt;
[KEY:9]&lt;br /&gt;
[BIND:STRING_A058:REPEAT_SLOW]&lt;br /&gt;
[KEY::]&lt;br /&gt;
[BIND:STRING_A059:REPEAT_SLOW]&lt;br /&gt;
[KEY:;]&lt;br /&gt;
[BIND:STRING_A060:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
[BIND:STRING_A061:REPEAT_SLOW]&lt;br /&gt;
[KEY:=]&lt;br /&gt;
[BIND:STRING_A062:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BIND:STRING_A063:REPEAT_SLOW]&lt;br /&gt;
[KEY:?]&lt;br /&gt;
[BIND:STRING_A064:REPEAT_SLOW]&lt;br /&gt;
[KEY:@]&lt;br /&gt;
[BIND:STRING_A065:REPEAT_SLOW]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:STRING_A066:REPEAT_SLOW]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:STRING_A067:REPEAT_SLOW]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:STRING_A068:REPEAT_SLOW]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:STRING_A069:REPEAT_SLOW]&lt;br /&gt;
[KEY:E]&lt;br /&gt;
[BIND:STRING_A070:REPEAT_SLOW]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:STRING_A071:REPEAT_SLOW]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:STRING_A072:REPEAT_SLOW]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:STRING_A073:REPEAT_SLOW]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:STRING_A074:REPEAT_SLOW]&lt;br /&gt;
[KEY:J]&lt;br /&gt;
[BIND:STRING_A075:REPEAT_SLOW]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:STRING_A076:REPEAT_SLOW]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:STRING_A077:REPEAT_SLOW]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:STRING_A078:REPEAT_SLOW]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:STRING_A079:REPEAT_SLOW]&lt;br /&gt;
[KEY:O]&lt;br /&gt;
[BIND:STRING_A080:REPEAT_SLOW]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:STRING_A081:REPEAT_SLOW]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:STRING_A082:REPEAT_SLOW]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:STRING_A083:REPEAT_SLOW]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:STRING_A084:REPEAT_SLOW]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:STRING_A085:REPEAT_SLOW]&lt;br /&gt;
[KEY:U]&lt;br /&gt;
[BIND:STRING_A086:REPEAT_SLOW]&lt;br /&gt;
[KEY:V]&lt;br /&gt;
[BIND:STRING_A087:REPEAT_SLOW]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:STRING_A088:REPEAT_SLOW]&lt;br /&gt;
[KEY:X]&lt;br /&gt;
[BIND:STRING_A089:REPEAT_SLOW]&lt;br /&gt;
[KEY:Y]&lt;br /&gt;
[BIND:STRING_A090:REPEAT_SLOW]&lt;br /&gt;
[KEY:Z]&lt;br /&gt;
[BIND:STRING_A091:REPEAT_SLOW]&lt;br /&gt;
[KEY:[]&lt;br /&gt;
[BIND:STRING_A092:REPEAT_SLOW]&lt;br /&gt;
[KEY:\]&lt;br /&gt;
[BIND:STRING_A093:REPEAT_SLOW]&lt;br /&gt;
[KEY:]]&lt;br /&gt;
[BIND:STRING_A094:REPEAT_SLOW]&lt;br /&gt;
[KEY:^]&lt;br /&gt;
[BIND:STRING_A095:REPEAT_SLOW]&lt;br /&gt;
[KEY:_]&lt;br /&gt;
[BIND:STRING_A096:REPEAT_SLOW]&lt;br /&gt;
[KEY:`]&lt;br /&gt;
[BIND:STRING_A097:REPEAT_SLOW]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:STRING_A098:REPEAT_SLOW]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:STRING_A099:REPEAT_SLOW]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:STRING_A100:REPEAT_SLOW]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:STRING_A101:REPEAT_SLOW]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:STRING_A102:REPEAT_SLOW]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:STRING_A103:REPEAT_SLOW]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:STRING_A104:REPEAT_SLOW]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:STRING_A105:REPEAT_SLOW]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:STRING_A106:REPEAT_SLOW]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:STRING_A107:REPEAT_SLOW]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:STRING_A108:REPEAT_SLOW]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:STRING_A109:REPEAT_SLOW]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:STRING_A110:REPEAT_SLOW]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:STRING_A111:REPEAT_SLOW]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:STRING_A112:REPEAT_SLOW]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:STRING_A113:REPEAT_SLOW]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:STRING_A114:REPEAT_SLOW]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:STRING_A115:REPEAT_SLOW]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:STRING_A116:REPEAT_SLOW]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:STRING_A117:REPEAT_SLOW]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:STRING_A118:REPEAT_SLOW]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:STRING_A119:REPEAT_SLOW]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:STRING_A120:REPEAT_SLOW]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:STRING_A121:REPEAT_SLOW]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:STRING_A122:REPEAT_SLOW]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:STRING_A123:REPEAT_SLOW]&lt;br /&gt;
[KEY:}]&lt;br /&gt;
[BIND:STRING_A124:REPEAT_SLOW]&lt;br /&gt;
[KEY:?]&lt;br /&gt;
[BIND:STRING_A125:REPEAT_SLOW]&lt;br /&gt;
[KEY:}]&lt;br /&gt;
[BIND:STRING_A126:REPEAT_SLOW]&lt;br /&gt;
[KEY:~]&lt;br /&gt;
[BIND:STRING_A127:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A128:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A129:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A130:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A131:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A132:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A133:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A134:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A135:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A136:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A137:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A138:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A139:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A140:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A141:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A142:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A143:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A144:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A145:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A146:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A147:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A148:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A149:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A150:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A151:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A152:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A153:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A154:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A155:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A156:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A157:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A158:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A159:REPEAT_SLOW]&lt;br /&gt;
[KEY:]&lt;br /&gt;
[BIND:STRING_A160:REPEAT_SLOW]&lt;br /&gt;
[KEY: ]&lt;br /&gt;
[BIND:STRING_A161:REPEAT_SLOW]&lt;br /&gt;
[KEY:¡]&lt;br /&gt;
[BIND:STRING_A162:REPEAT_SLOW]&lt;br /&gt;
[KEY:¢]&lt;br /&gt;
[BIND:STRING_A163:REPEAT_SLOW]&lt;br /&gt;
[KEY:£]&lt;br /&gt;
[BIND:STRING_A164:REPEAT_SLOW]&lt;br /&gt;
[KEY:¤]&lt;br /&gt;
[BIND:STRING_A165:REPEAT_SLOW]&lt;br /&gt;
[KEY:¥]&lt;br /&gt;
[BIND:STRING_A166:REPEAT_SLOW]&lt;br /&gt;
[KEY:¦]&lt;br /&gt;
[BIND:STRING_A167:REPEAT_SLOW]&lt;br /&gt;
[KEY:§]&lt;br /&gt;
[BIND:STRING_A168:REPEAT_SLOW]&lt;br /&gt;
[KEY:¨]&lt;br /&gt;
[BIND:STRING_A169:REPEAT_SLOW]&lt;br /&gt;
[KEY:©]&lt;br /&gt;
[BIND:STRING_A170:REPEAT_SLOW]&lt;br /&gt;
[KEY:ª]&lt;br /&gt;
[BIND:STRING_A171:REPEAT_SLOW]&lt;br /&gt;
[KEY:«]&lt;br /&gt;
[BIND:STRING_A172:REPEAT_SLOW]&lt;br /&gt;
[KEY:¬]&lt;br /&gt;
[BIND:STRING_A173:REPEAT_SLOW]&lt;br /&gt;
[KEY:­]&lt;br /&gt;
[BIND:STRING_A174:REPEAT_SLOW]&lt;br /&gt;
[KEY:®]&lt;br /&gt;
[BIND:STRING_A175:REPEAT_SLOW]&lt;br /&gt;
[KEY:¯]&lt;br /&gt;
[BIND:STRING_A176:REPEAT_SLOW]&lt;br /&gt;
[KEY:°]&lt;br /&gt;
[BIND:STRING_A177:REPEAT_SLOW]&lt;br /&gt;
[KEY:±]&lt;br /&gt;
[BIND:STRING_A178:REPEAT_SLOW]&lt;br /&gt;
[KEY:²]&lt;br /&gt;
[BIND:STRING_A179:REPEAT_SLOW]&lt;br /&gt;
[KEY:³]&lt;br /&gt;
[BIND:STRING_A180:REPEAT_SLOW]&lt;br /&gt;
[KEY:´]&lt;br /&gt;
[BIND:STRING_A181:REPEAT_SLOW]&lt;br /&gt;
[KEY:µ]&lt;br /&gt;
[BIND:STRING_A182:REPEAT_SLOW]&lt;br /&gt;
[KEY:¶]&lt;br /&gt;
[BIND:STRING_A183:REPEAT_SLOW]&lt;br /&gt;
[KEY:·]&lt;br /&gt;
[BIND:STRING_A184:REPEAT_SLOW]&lt;br /&gt;
[KEY:¸]&lt;br /&gt;
[BIND:STRING_A185:REPEAT_SLOW]&lt;br /&gt;
[KEY:¹]&lt;br /&gt;
[BIND:STRING_A186:REPEAT_SLOW]&lt;br /&gt;
[KEY:º]&lt;br /&gt;
[BIND:STRING_A187:REPEAT_SLOW]&lt;br /&gt;
[KEY:»]&lt;br /&gt;
[BIND:STRING_A188:REPEAT_SLOW]&lt;br /&gt;
[KEY:¼]&lt;br /&gt;
[BIND:STRING_A189:REPEAT_SLOW]&lt;br /&gt;
[KEY:½]&lt;br /&gt;
[BIND:STRING_A190:REPEAT_SLOW]&lt;br /&gt;
[KEY:¾]&lt;br /&gt;
[BIND:STRING_A191:REPEAT_SLOW]&lt;br /&gt;
[KEY:¿]&lt;br /&gt;
[BIND:STRING_A192:REPEAT_SLOW]&lt;br /&gt;
[KEY:À]&lt;br /&gt;
[BIND:STRING_A193:REPEAT_SLOW]&lt;br /&gt;
[KEY:Á]&lt;br /&gt;
[BIND:STRING_A194:REPEAT_SLOW]&lt;br /&gt;
[KEY:Â]&lt;br /&gt;
[BIND:STRING_A195:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ã]&lt;br /&gt;
[BIND:STRING_A196:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ä]&lt;br /&gt;
[BIND:STRING_A197:REPEAT_SLOW]&lt;br /&gt;
[KEY:Å]&lt;br /&gt;
[BIND:STRING_A198:REPEAT_SLOW]&lt;br /&gt;
[KEY:Æ]&lt;br /&gt;
[BIND:STRING_A199:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ç]&lt;br /&gt;
[BIND:STRING_A200:REPEAT_SLOW]&lt;br /&gt;
[KEY:È]&lt;br /&gt;
[BIND:STRING_A201:REPEAT_SLOW]&lt;br /&gt;
[KEY:É]&lt;br /&gt;
[BIND:STRING_A202:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ê]&lt;br /&gt;
[BIND:STRING_A203:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ë]&lt;br /&gt;
[BIND:STRING_A204:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ì]&lt;br /&gt;
[BIND:STRING_A205:REPEAT_SLOW]&lt;br /&gt;
[KEY:Í]&lt;br /&gt;
[BIND:STRING_A206:REPEAT_SLOW]&lt;br /&gt;
[KEY:Î]&lt;br /&gt;
[BIND:STRING_A207:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ï]&lt;br /&gt;
[BIND:STRING_A208:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ð]&lt;br /&gt;
[BIND:STRING_A209:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ñ]&lt;br /&gt;
[BIND:STRING_A210:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ò]&lt;br /&gt;
[BIND:STRING_A211:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ó]&lt;br /&gt;
[BIND:STRING_A212:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ô]&lt;br /&gt;
[BIND:STRING_A213:REPEAT_SLOW]&lt;br /&gt;
[KEY:Õ]&lt;br /&gt;
[BIND:STRING_A214:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ö]&lt;br /&gt;
[BIND:STRING_A215:REPEAT_SLOW]&lt;br /&gt;
[KEY:×]&lt;br /&gt;
[BIND:STRING_A216:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ø]&lt;br /&gt;
[BIND:STRING_A217:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ù]&lt;br /&gt;
[BIND:STRING_A218:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ú]&lt;br /&gt;
[BIND:STRING_A219:REPEAT_SLOW]&lt;br /&gt;
[KEY:Û]&lt;br /&gt;
[BIND:STRING_A220:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ü]&lt;br /&gt;
[BIND:STRING_A221:REPEAT_SLOW]&lt;br /&gt;
[KEY:Ý]&lt;br /&gt;
[BIND:STRING_A222:REPEAT_SLOW]&lt;br /&gt;
[KEY:Þ]&lt;br /&gt;
[BIND:STRING_A223:REPEAT_SLOW]&lt;br /&gt;
[KEY:ß]&lt;br /&gt;
[BIND:STRING_A224:REPEAT_SLOW]&lt;br /&gt;
[KEY:à]&lt;br /&gt;
[BIND:STRING_A225:REPEAT_SLOW]&lt;br /&gt;
[KEY:á]&lt;br /&gt;
[BIND:STRING_A226:REPEAT_SLOW]&lt;br /&gt;
[KEY:â]&lt;br /&gt;
[BIND:STRING_A227:REPEAT_SLOW]&lt;br /&gt;
[KEY:ã]&lt;br /&gt;
[BIND:STRING_A228:REPEAT_SLOW]&lt;br /&gt;
[KEY:ä]&lt;br /&gt;
[BIND:STRING_A229:REPEAT_SLOW]&lt;br /&gt;
[KEY:å]&lt;br /&gt;
[BIND:STRING_A230:REPEAT_SLOW]&lt;br /&gt;
[KEY:æ]&lt;br /&gt;
[BIND:STRING_A231:REPEAT_SLOW]&lt;br /&gt;
[KEY:ç]&lt;br /&gt;
[BIND:STRING_A232:REPEAT_SLOW]&lt;br /&gt;
[KEY:è]&lt;br /&gt;
[BIND:STRING_A233:REPEAT_SLOW]&lt;br /&gt;
[KEY:é]&lt;br /&gt;
[BIND:STRING_A234:REPEAT_SLOW]&lt;br /&gt;
[KEY:ê]&lt;br /&gt;
[BIND:STRING_A235:REPEAT_SLOW]&lt;br /&gt;
[KEY:ë]&lt;br /&gt;
[BIND:STRING_A236:REPEAT_SLOW]&lt;br /&gt;
[KEY:ì]&lt;br /&gt;
[BIND:STRING_A237:REPEAT_SLOW]&lt;br /&gt;
[KEY:í]&lt;br /&gt;
[BIND:STRING_A238:REPEAT_SLOW]&lt;br /&gt;
[KEY:î]&lt;br /&gt;
[BIND:STRING_A239:REPEAT_SLOW]&lt;br /&gt;
[KEY:ï]&lt;br /&gt;
[BIND:STRING_A240:REPEAT_SLOW]&lt;br /&gt;
[KEY:ð]&lt;br /&gt;
[BIND:STRING_A241:REPEAT_SLOW]&lt;br /&gt;
[KEY:ñ]&lt;br /&gt;
[BIND:STRING_A242:REPEAT_SLOW]&lt;br /&gt;
[KEY:ò]&lt;br /&gt;
[BIND:STRING_A243:REPEAT_SLOW]&lt;br /&gt;
[KEY:ó]&lt;br /&gt;
[BIND:STRING_A244:REPEAT_SLOW]&lt;br /&gt;
[KEY:ô]&lt;br /&gt;
[BIND:STRING_A245:REPEAT_SLOW]&lt;br /&gt;
[KEY:õ]&lt;br /&gt;
[BIND:STRING_A246:REPEAT_SLOW]&lt;br /&gt;
[KEY:ö]&lt;br /&gt;
[BIND:STRING_A247:REPEAT_SLOW]&lt;br /&gt;
[KEY:÷]&lt;br /&gt;
[BIND:STRING_A248:REPEAT_SLOW]&lt;br /&gt;
[KEY:ø]&lt;br /&gt;
[BIND:STRING_A249:REPEAT_SLOW]&lt;br /&gt;
[KEY:ù]&lt;br /&gt;
[BIND:STRING_A250:REPEAT_SLOW]&lt;br /&gt;
[KEY:ú]&lt;br /&gt;
[BIND:STRING_A251:REPEAT_SLOW]&lt;br /&gt;
[KEY:û]&lt;br /&gt;
[BIND:STRING_A252:REPEAT_SLOW]&lt;br /&gt;
[KEY:ü]&lt;br /&gt;
[BIND:STRING_A253:REPEAT_SLOW]&lt;br /&gt;
[KEY:ý]&lt;br /&gt;
[BIND:STRING_A254:REPEAT_SLOW]&lt;br /&gt;
[KEY:þ]&lt;br /&gt;
[BIND:STRING_A255:REPEAT_SLOW]&lt;br /&gt;
[KEY:ÿ]&lt;br /&gt;
[BIND:CUSTOM_A:REPEAT_NOT]&lt;br /&gt;
[KEY:a]&lt;br /&gt;
[BIND:CUSTOM_B:REPEAT_NOT]&lt;br /&gt;
[KEY:b]&lt;br /&gt;
[BIND:CUSTOM_C:REPEAT_NOT]&lt;br /&gt;
[KEY:c]&lt;br /&gt;
[BIND:CUSTOM_D:REPEAT_NOT]&lt;br /&gt;
[KEY:d]&lt;br /&gt;
[BIND:CUSTOM_E:REPEAT_NOT]&lt;br /&gt;
[KEY:e]&lt;br /&gt;
[BIND:CUSTOM_F:REPEAT_NOT]&lt;br /&gt;
[KEY:f]&lt;br /&gt;
[BIND:CUSTOM_G:REPEAT_NOT]&lt;br /&gt;
[KEY:g]&lt;br /&gt;
[BIND:CUSTOM_H:REPEAT_NOT]&lt;br /&gt;
[KEY:h]&lt;br /&gt;
[BIND:CUSTOM_I:REPEAT_NOT]&lt;br /&gt;
[KEY:i]&lt;br /&gt;
[BIND:CUSTOM_J:REPEAT_NOT]&lt;br /&gt;
[KEY:j]&lt;br /&gt;
[BIND:CUSTOM_K:REPEAT_NOT]&lt;br /&gt;
[KEY:k]&lt;br /&gt;
[BIND:CUSTOM_L:REPEAT_NOT]&lt;br /&gt;
[KEY:l]&lt;br /&gt;
[BIND:CUSTOM_M:REPEAT_NOT]&lt;br /&gt;
[KEY:m]&lt;br /&gt;
[BIND:CUSTOM_N:REPEAT_NOT]&lt;br /&gt;
[KEY:n]&lt;br /&gt;
[BIND:CUSTOM_O:REPEAT_NOT]&lt;br /&gt;
[KEY:o]&lt;br /&gt;
[BIND:CUSTOM_P:REPEAT_NOT]&lt;br /&gt;
[KEY:p]&lt;br /&gt;
[BIND:CUSTOM_Q:REPEAT_NOT]&lt;br /&gt;
[KEY:q]&lt;br /&gt;
[BIND:CUSTOM_R:REPEAT_NOT]&lt;br /&gt;
[KEY:r]&lt;br /&gt;
[BIND:CUSTOM_S:REPEAT_NOT]&lt;br /&gt;
[KEY:s]&lt;br /&gt;
[BIND:CUSTOM_T:REPEAT_NOT]&lt;br /&gt;
[KEY:t]&lt;br /&gt;
[BIND:CUSTOM_U:REPEAT_NOT]&lt;br /&gt;
[KEY:u]&lt;br /&gt;
[BIND:CUSTOM_V:REPEAT_NOT]&lt;br /&gt;
[KEY:v]&lt;br /&gt;
[BIND:CUSTOM_W:REPEAT_NOT]&lt;br /&gt;
[KEY:w]&lt;br /&gt;
[BIND:CUSTOM_X:REPEAT_NOT]&lt;br /&gt;
[KEY:x]&lt;br /&gt;
[BIND:CUSTOM_Y:REPEAT_NOT]&lt;br /&gt;
[KEY:y]&lt;br /&gt;
[BIND:CUSTOM_Z:REPEAT_NOT]&lt;br /&gt;
[KEY:z]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_A:REPEAT_NOT]&lt;br /&gt;
[KEY:A]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_B:REPEAT_NOT]&lt;br /&gt;
[KEY:B]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_C:REPEAT_NOT]&lt;br /&gt;
[KEY:C]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_D:REPEAT_NOT]&lt;br /&gt;
[KEY:D]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_E:REPEAT_NOT]&lt;br /&gt;
[KEY:E]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_F:REPEAT_NOT]&lt;br /&gt;
[KEY:F]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_G:REPEAT_NOT]&lt;br /&gt;
[KEY:G]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_H:REPEAT_NOT]&lt;br /&gt;
[KEY:H]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_I:REPEAT_NOT]&lt;br /&gt;
[KEY:I]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_J:REPEAT_NOT]&lt;br /&gt;
[KEY:J]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_K:REPEAT_NOT]&lt;br /&gt;
[KEY:K]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_L:REPEAT_NOT]&lt;br /&gt;
[KEY:L]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_M:REPEAT_NOT]&lt;br /&gt;
[KEY:M]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_N:REPEAT_NOT]&lt;br /&gt;
[KEY:N]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_O:REPEAT_NOT]&lt;br /&gt;
[KEY:O]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_P:REPEAT_NOT]&lt;br /&gt;
[KEY:P]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_Q:REPEAT_NOT]&lt;br /&gt;
[KEY:Q]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_R:REPEAT_NOT]&lt;br /&gt;
[KEY:R]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_S:REPEAT_NOT]&lt;br /&gt;
[KEY:S]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_T:REPEAT_NOT]&lt;br /&gt;
[KEY:T]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_U:REPEAT_NOT]&lt;br /&gt;
[KEY:U]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_V:REPEAT_NOT]&lt;br /&gt;
[KEY:V]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_W:REPEAT_NOT]&lt;br /&gt;
[KEY:W]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_X:REPEAT_NOT]&lt;br /&gt;
[KEY:X]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_Y:REPEAT_NOT]&lt;br /&gt;
[KEY:Y]&lt;br /&gt;
[BIND:CUSTOM_SHIFT_Z:REPEAT_NOT]&lt;br /&gt;
[KEY:Z]&lt;br /&gt;
[BIND:CUSTOM_CTRL_A:REPEAT_NOT]&lt;br /&gt;
[SYM:2:a]&lt;br /&gt;
[BIND:CUSTOM_CTRL_B:REPEAT_NOT]&lt;br /&gt;
[SYM:2:b]&lt;br /&gt;
[BIND:CUSTOM_CTRL_C:REPEAT_NOT]&lt;br /&gt;
[SYM:2:c]&lt;br /&gt;
[BIND:CUSTOM_CTRL_D:REPEAT_NOT]&lt;br /&gt;
[SYM:2:d]&lt;br /&gt;
[BIND:CUSTOM_CTRL_E:REPEAT_NOT]&lt;br /&gt;
[SYM:2:e]&lt;br /&gt;
[BIND:CUSTOM_CTRL_F:REPEAT_NOT]&lt;br /&gt;
[SYM:2:f]&lt;br /&gt;
[BIND:CUSTOM_CTRL_G:REPEAT_NOT]&lt;br /&gt;
[SYM:2:g]&lt;br /&gt;
[BIND:CUSTOM_CTRL_H:REPEAT_NOT]&lt;br /&gt;
[SYM:2:h]&lt;br /&gt;
[BIND:CUSTOM_CTRL_I:REPEAT_NOT]&lt;br /&gt;
[SYM:2:i]&lt;br /&gt;
[BIND:CUSTOM_CTRL_J:REPEAT_NOT]&lt;br /&gt;
[SYM:2:j]&lt;br /&gt;
[BIND:CUSTOM_CTRL_K:REPEAT_NOT]&lt;br /&gt;
[SYM:2:k]&lt;br /&gt;
[BIND:CUSTOM_CTRL_L:REPEAT_NOT]&lt;br /&gt;
[SYM:2:l]&lt;br /&gt;
[BIND:CUSTOM_CTRL_M:REPEAT_NOT]&lt;br /&gt;
[SYM:2:m]&lt;br /&gt;
[BIND:CUSTOM_CTRL_N:REPEAT_NOT]&lt;br /&gt;
[SYM:2:n]&lt;br /&gt;
[BIND:CUSTOM_CTRL_O:REPEAT_NOT]&lt;br /&gt;
[SYM:2:o]&lt;br /&gt;
[BIND:CUSTOM_CTRL_P:REPEAT_NOT]&lt;br /&gt;
[SYM:2:p]&lt;br /&gt;
[BIND:CUSTOM_CTRL_Q:REPEAT_NOT]&lt;br /&gt;
[SYM:2:q]&lt;br /&gt;
[BIND:CUSTOM_CTRL_R:REPEAT_NOT]&lt;br /&gt;
[SYM:2:r]&lt;br /&gt;
[BIND:CUSTOM_CTRL_S:REPEAT_NOT]&lt;br /&gt;
[SYM:2:s]&lt;br /&gt;
[BIND:CUSTOM_CTRL_T:REPEAT_NOT]&lt;br /&gt;
[SYM:2:t]&lt;br /&gt;
[BIND:CUSTOM_CTRL_U:REPEAT_NOT]&lt;br /&gt;
[SYM:2:u]&lt;br /&gt;
[BIND:CUSTOM_CTRL_V:REPEAT_NOT]&lt;br /&gt;
[SYM:2:v]&lt;br /&gt;
[BIND:CUSTOM_CTRL_W:REPEAT_NOT]&lt;br /&gt;
[SYM:2:w]&lt;br /&gt;
[BIND:CUSTOM_CTRL_X:REPEAT_NOT]&lt;br /&gt;
[SYM:2:x]&lt;br /&gt;
[BIND:CUSTOM_CTRL_Y:REPEAT_NOT]&lt;br /&gt;
[SYM:2:y]&lt;br /&gt;
[BIND:CUSTOM_CTRL_Z:REPEAT_NOT]&lt;br /&gt;
[SYM:2:z]&lt;br /&gt;
[BIND:CUSTOM_ALT_A:REPEAT_NOT]&lt;br /&gt;
[SYM:4:a]&lt;br /&gt;
[BIND:CUSTOM_ALT_B:REPEAT_NOT]&lt;br /&gt;
[SYM:4:b]&lt;br /&gt;
[BIND:CUSTOM_ALT_C:REPEAT_NOT]&lt;br /&gt;
[SYM:4:c]&lt;br /&gt;
[BIND:CUSTOM_ALT_D:REPEAT_NOT]&lt;br /&gt;
[SYM:4:d]&lt;br /&gt;
[BIND:CUSTOM_ALT_E:REPEAT_NOT]&lt;br /&gt;
[SYM:4:e]&lt;br /&gt;
[BIND:CUSTOM_ALT_F:REPEAT_NOT]&lt;br /&gt;
[SYM:4:f]&lt;br /&gt;
[BIND:CUSTOM_ALT_G:REPEAT_NOT]&lt;br /&gt;
[SYM:4:g]&lt;br /&gt;
[BIND:CUSTOM_ALT_H:REPEAT_NOT]&lt;br /&gt;
[SYM:4:h]&lt;br /&gt;
[BIND:CUSTOM_ALT_I:REPEAT_NOT]&lt;br /&gt;
[SYM:4:i]&lt;br /&gt;
[BIND:CUSTOM_ALT_J:REPEAT_NOT]&lt;br /&gt;
[SYM:4:j]&lt;br /&gt;
[BIND:CUSTOM_ALT_K:REPEAT_NOT]&lt;br /&gt;
[SYM:4:k]&lt;br /&gt;
[BIND:CUSTOM_ALT_L:REPEAT_NOT]&lt;br /&gt;
[SYM:4:l]&lt;br /&gt;
[BIND:CUSTOM_ALT_M:REPEAT_NOT]&lt;br /&gt;
[SYM:4:m]&lt;br /&gt;
[BIND:CUSTOM_ALT_N:REPEAT_NOT]&lt;br /&gt;
[SYM:4:n]&lt;br /&gt;
[BIND:CUSTOM_ALT_O:REPEAT_NOT]&lt;br /&gt;
[SYM:4:o]&lt;br /&gt;
[BIND:CUSTOM_ALT_P:REPEAT_NOT]&lt;br /&gt;
[SYM:4:p]&lt;br /&gt;
[BIND:CUSTOM_ALT_Q:REPEAT_NOT]&lt;br /&gt;
[SYM:4:q]&lt;br /&gt;
[BIND:CUSTOM_ALT_R:REPEAT_NOT]&lt;br /&gt;
[SYM:4:r]&lt;br /&gt;
[BIND:CUSTOM_ALT_S:REPEAT_NOT]&lt;br /&gt;
[SYM:4:s]&lt;br /&gt;
[BIND:CUSTOM_ALT_T:REPEAT_NOT]&lt;br /&gt;
[SYM:4:t]&lt;br /&gt;
[BIND:CUSTOM_ALT_U:REPEAT_NOT]&lt;br /&gt;
[SYM:4:u]&lt;br /&gt;
[BIND:CUSTOM_ALT_V:REPEAT_NOT]&lt;br /&gt;
[SYM:4:v]&lt;br /&gt;
[BIND:CUSTOM_ALT_W:REPEAT_NOT]&lt;br /&gt;
[SYM:4:w]&lt;br /&gt;
[BIND:CUSTOM_ALT_X:REPEAT_NOT]&lt;br /&gt;
[SYM:4:x]&lt;br /&gt;
[BIND:CUSTOM_ALT_Y:REPEAT_NOT]&lt;br /&gt;
[SYM:4:y]&lt;br /&gt;
[BIND:CUSTOM_ALT_Z:REPEAT_NOT]&lt;br /&gt;
[SYM:4:z]&lt;br /&gt;
[BIND:RECORD_MACRO:REPEAT_NOT]&lt;br /&gt;
[SYM:2:r]&lt;br /&gt;
[BIND:PLAY_MACRO:REPEAT_SLOW]&lt;br /&gt;
[SYM:2:p]&lt;br /&gt;
[BIND:SAVE_MACRO:REPEAT_NOT]&lt;br /&gt;
[SYM:2:s]&lt;br /&gt;
[BIND:LOAD_MACRO:REPEAT_NOT]&lt;br /&gt;
[SYM:2:l]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116941</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116941"/>
		<updated>2010-06-04T21:29:50Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting builds ==&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
== Room ideas ==&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
Lobby Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
24 rooms ( can be edited to allow a central staircase/shaft removing center rooms )&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
&lt;br /&gt;
channelsymbol = 6&lt;br /&gt;
&lt;br /&gt;
==Raw Changes==&lt;br /&gt;
interface.txt&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:ZOOM_IN:REPEAT_SLOW]&lt;br /&gt;
[BUTTON:1:4] Causes a shift zoom for middle mouse-wheel -inverted too-&lt;br /&gt;
[BIND:ZOOM_OUT:REPEAT_SLOW]&lt;br /&gt;
[BUTTON:1:5] Similar to above&lt;br /&gt;
[BIND:CURSOR_UP_Z:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
[BUTTON:0:4] Binds Z axis to middle mouse-wheel&lt;br /&gt;
[BIND:CURSOR_DOWN_Z:REPEAT_SLOW]&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
[BUTTON:0:5] Similar to above&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116884</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116884"/>
		<updated>2010-06-04T08:31:08Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* Raw Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting builds ==&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
== Room ideas ==&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
Lobby Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
24 rooms ( can be edited to allow a central staircase/shaft removing center rooms )&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
&lt;br /&gt;
channelsymbol = 6&lt;br /&gt;
&lt;br /&gt;
==Raw Changes==&lt;br /&gt;
interface.txt&lt;br /&gt;
&lt;br /&gt;
[BIND:ZOOM_IN:REPEAT_SLOW]&lt;br /&gt;
&lt;br /&gt;
[BUTTON:1:4] Causes a shift zoom for middle mouse-wheel -inverted too-&lt;br /&gt;
&lt;br /&gt;
[BIND:ZOOM_OUT:REPEAT_SLOW]&lt;br /&gt;
&lt;br /&gt;
[BUTTON:1:5] Similar to above&lt;br /&gt;
&lt;br /&gt;
[BIND:CURSOR_UP_Z:REPEAT_SLOW]&lt;br /&gt;
&lt;br /&gt;
[KEY:&amp;lt;]&lt;br /&gt;
&lt;br /&gt;
[BUTTON:0:4] Binds Z axis to middle mouse-wheel&lt;br /&gt;
&lt;br /&gt;
[BIND:CURSOR_DOWN_Z:REPEAT_SLOW]&lt;br /&gt;
&lt;br /&gt;
[KEY:&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
[BUTTON:0:5] Similar to above&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116883</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116883"/>
		<updated>2010-06-04T08:27:34Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* Raw Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting builds ==&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
== Room ideas ==&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
Lobby Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
24 rooms ( can be edited to allow a central staircase/shaft removing center rooms )&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
&lt;br /&gt;
channelsymbol = 6&lt;br /&gt;
&lt;br /&gt;
==Raw Changes==&lt;br /&gt;
interface.txt&lt;br /&gt;
&lt;br /&gt;
[BIND:ZOOM_IN:REPEAT_SLOW]&lt;br /&gt;
&lt;br /&gt;
[BUTTON:1:4]&lt;br /&gt;
&lt;br /&gt;
[BIND:ZOOM_OUT:REPEAT_SLOW]&lt;br /&gt;
&lt;br /&gt;
[BUTTON:1:5]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116882</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116882"/>
		<updated>2010-06-04T08:26:54Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting builds ==&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
== Room ideas ==&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
Lobby Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
24 rooms ( can be edited to allow a central staircase/shaft removing center rooms )&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
&lt;br /&gt;
channelsymbol = 6&lt;br /&gt;
&lt;br /&gt;
==Raw Changes==&lt;br /&gt;
interface.txt&lt;br /&gt;
[BIND:ZOOM_IN:REPEAT_SLOW]&lt;br /&gt;
&lt;br /&gt;
[BUTTON:1:4]&lt;br /&gt;
&lt;br /&gt;
[BIND:ZOOM_OUT:REPEAT_SLOW]&lt;br /&gt;
&lt;br /&gt;
[BUTTON:1:5]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116524</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116524"/>
		<updated>2010-06-02T03:23:49Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting builds ==&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
== Room ideas ==&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
Lobby Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
24 rooms ( can be edited to allow a central staircase/shaft removing center rooms )&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116523</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116523"/>
		<updated>2010-06-02T03:20:42Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting builds ==&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
== Room ideas ==&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.}}&lt;br /&gt;
Lobby Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00&lt;br /&gt;
}}&lt;br /&gt;
24 rooms&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000&lt;br /&gt;
}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116522</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116522"/>
		<updated>2010-06-02T03:17:08Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: Format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.}}&lt;br /&gt;
Lobby Level:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00&lt;br /&gt;
}}&lt;br /&gt;
24 rooms&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000&lt;br /&gt;
}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116521</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116521"/>
		<updated>2010-06-02T03:15:18Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.&lt;br /&gt;
Lobby Level:&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00&lt;br /&gt;
}}&lt;br /&gt;
24 rooms&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000&lt;br /&gt;
}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116520</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116520"/>
		<updated>2010-06-02T03:14:23Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.&lt;br /&gt;
Lobby Level:&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00&lt;br /&gt;
24 rooms&lt;br /&gt;
0000000...00000.0&lt;br /&gt;
.......XX0...00.0&lt;br /&gt;
00.000.XX.00....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.0.00..0.0&lt;br /&gt;
0.00.00.0.0000..0&lt;br /&gt;
.0............XX.&lt;br /&gt;
.XX0000...0000XX.&lt;br /&gt;
.XX............0.&lt;br /&gt;
0..0000.0.00.00.0&lt;br /&gt;
0.0..00.0.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....00.XX.000.00&lt;br /&gt;
0.00...0XX.......&lt;br /&gt;
0.00000...0000000&lt;br /&gt;
}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116128</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=116128"/>
		<updated>2010-05-31T02:47:34Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get plants for seeds fast then farm but never got around to growing. Might want to put extra 5 grow skills in something else ex: Appraisal1/ Observer3/ Negotiator1 &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.&lt;br /&gt;
Lobby Level:&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00&lt;br /&gt;
24 rooms&lt;br /&gt;
0000000.0000000.0&lt;br /&gt;
.......0.....00.0&lt;br /&gt;
00.000.X.000....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.00.0..0.0&lt;br /&gt;
0.00.......000..0&lt;br /&gt;
0.0..0........X0.&lt;br /&gt;
0..000.....000..0&lt;br /&gt;
.0X........0..0.0&lt;br /&gt;
0..000.......00.0&lt;br /&gt;
0.0..0.00.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....000.X.000.00&lt;br /&gt;
0.00.....0.......&lt;br /&gt;
0.0000000.0000000&lt;br /&gt;
}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:DDR&amp;diff=115675</id>
		<title>User talk:DDR</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:DDR&amp;diff=115675"/>
		<updated>2010-05-28T00:30:28Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DDR's Feedback:&lt;br /&gt;
&lt;br /&gt;
^q:: Does what exactly?&lt;br /&gt;
--[[User:Bagok701|Bagok701]] 00:30, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DDR replies:&lt;br /&gt;
&lt;br /&gt;
^q digs a level of rooms for sleeping. It digs rooms two deep off a passageway, and digs four of these sets of rooms per quarter. It proceeds to repeat the pattern for the other three quarters surrounding the central stair. (It is a rather specific style, though, and may not be exactly what you want.)&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thread&amp;diff=115674</id>
		<title>40d:Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thread&amp;diff=115674"/>
		<updated>2010-05-28T00:21:14Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Cloth]]&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thread&amp;diff=115673</id>
		<title>40d:Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thread&amp;diff=115673"/>
		<updated>2010-05-28T00:20:28Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Cloth]]&lt;br /&gt;
{av}&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thread&amp;diff=115672</id>
		<title>v0.31:Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thread&amp;diff=115672"/>
		<updated>2010-05-28T00:19:32Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
There are two plants and three types of {{L|web}}s that can be turned into '''thread'''.  Thread can then be spun into '''cloth''', which then can be used to create a variety of textile products such as {{L|bag}}s, {{L|clothing}}, {{L|Restraint|rope}} or {{L|craft}}s. ''(For a full discussion of the process and possibilities, see {{L|clothing industry}}.)''&lt;br /&gt;
&lt;br /&gt;
A {{L|dwarf}} with the {{L|thresher}} {{L|labor}} enabled can process plants (either {{L|rope reed}}s or {{L|pig tail}}s) into '''thread''' at a {{L|farmer's workshop}} with the &amp;quot;Process Plants&amp;quot; job order.  With a {{L|loom}}, any dwarf with the {{L|weaver}} {{L|labor}} enabled will ''automatically'' collect any spider* {{L|silk}} {{L|web}}s that are on the ground, turning them into thread.&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beard&amp;diff=115671</id>
		<title>v0.31:Beard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beard&amp;diff=115671"/>
		<updated>2010-05-28T00:13:58Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: CPasta from 40d AFIK nothing should have changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
The dwarves in this game have been genetically modified. This is evidenced by their apparent inability to grow beards. The inability to grow beards understandably depresses the dwarves, to ameliorate this fact they must consume copious amounts of alcohol as becomes a true dwarf.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's beard is his or her defining characteristic.  Dwarf beards are an indicator of social status among the middle and upper classes, and function much like a Scottish tartan, identifying a dwarf's family heritage.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Dwarven hair is extremely hearty; the average dwarf hair is many times longer and several times thicker than the average human hair.  It is usually straight.  The range of dwarven hair colors is quite large; common colors include dark blues, black, any number of shades of gray, silver, white, brown, copper, rust, and even [[fire|flaming orange-red]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's beard begins growing before birth, and is usually less than two inches long at birth.  [[Children]] of the dwarven [[Noble|nobility]], however, are born with much longer beards, sometimes long enough that it is wrapped around the infant's body.  Human doctors become wary of this sort of thing, but dwarven mothers are often completely oblivious to their own pregnancy until their baby drops out of them, often times in the middle of a workshop, or in the middle of a tall staircase.&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bagok701&amp;diff=115656</id>
		<title>User talk:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bagok701&amp;diff=115656"/>
		<updated>2010-05-27T21:42:39Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Herbalism/Growing ==&lt;br /&gt;
&lt;br /&gt;
Are you sure you're collecting ''seeds''? When collecting outdoor plants with an Herbalist, you get the raw plant, not the seed. For example, you will get wild strawberries, but not the strawberry seed. Brew the strawberries to obtain the seed for planting. [[User:LockeslyLCrit|LockeslyLCrit]] 10:37, 27 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
My problem could have been that. I am playing on a small 2x2 lot so gathering above ground plants quickly is not much of an issue. (unless there is a bonus having a high Herbalist that would affect farming)&lt;br /&gt;
Wood is a precious commodity on a small map. Means no metal industry early on. Creating the problem of making enough barrels.&lt;br /&gt;
Restricting the diet in the beginning could be an option. No fish/meat makes a dwarf eat plants, creating seeds.--[[User:Bagok701|Bagok701]] 21:42, 27 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115560</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115560"/>
		<updated>2010-05-27T03:59:41Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get seeds fast then farm but never got any growing done. A waste of 5 skill points.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.&lt;br /&gt;
Lobby Level:&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00&lt;br /&gt;
24 rooms&lt;br /&gt;
0000000.0000000.0&lt;br /&gt;
.......0.....00.0&lt;br /&gt;
00.000.X.000....0&lt;br /&gt;
00.00.0.0.00.00.0&lt;br /&gt;
0.....0.0....00.0&lt;br /&gt;
0.00.00.00.0..0.0&lt;br /&gt;
0.00.......000..0&lt;br /&gt;
0.0..0........X0.&lt;br /&gt;
0..000.....000..0&lt;br /&gt;
.0X........0..0.0&lt;br /&gt;
0..000.......00.0&lt;br /&gt;
0.0..0.00.00.00.0&lt;br /&gt;
0.00....0.0.....0&lt;br /&gt;
0.00.00.0.0.00.00&lt;br /&gt;
0....000.X.000.00&lt;br /&gt;
0.00.....0.......&lt;br /&gt;
0.0000000.0000000&lt;br /&gt;
}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115559</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115559"/>
		<updated>2010-05-27T03:36:06Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get seeds fast then farm but never got any growing done. A waste of 5 skill points.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.&lt;br /&gt;
Lobby Level:&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
6 Rooms 2 doors 8x8 tiles&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115558</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115558"/>
		<updated>2010-05-27T03:33:36Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get seeds fast then farm but never got any growing done. A waste of 5 skill points.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.&lt;br /&gt;
Lobby Level:&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00S000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....S000S....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00S00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115557</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115557"/>
		<updated>2010-05-27T03:32:08Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get seeds fast then farm but never got any growing done. A waste of 5 skill points.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:&lt;br /&gt;
............. &lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............&lt;br /&gt;
&lt;br /&gt;
Lobby Level:&lt;br /&gt;
.............&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00O000000&lt;br /&gt;
.00.000000000&lt;br /&gt;
....O000O....&lt;br /&gt;
.00.00000.00.&lt;br /&gt;
.00.00O00.00.&lt;br /&gt;
...X.....X...&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.00.00.00.00.&lt;br /&gt;
.............}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115553</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115553"/>
		<updated>2010-05-27T03:15:38Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get seeds fast then farm but never got any growing done. A waste of 5 skill points.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
00.00.0&lt;br /&gt;
00.0..0&lt;br /&gt;
..0..00&lt;br /&gt;
00.X.00&lt;br /&gt;
00..0..&lt;br /&gt;
0..0.00&lt;br /&gt;
0.00.00}}&lt;br /&gt;
wallsymbol = .&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = X&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115552</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=115552"/>
		<updated>2010-05-27T02:47:31Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get seeds fast then farm but never got any growing done. A waste of 5 skill points.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
11.11.1&lt;br /&gt;
11.1..1&lt;br /&gt;
..1..11&lt;br /&gt;
11.X.11&lt;br /&gt;
11..1..&lt;br /&gt;
1..1.11&lt;br /&gt;
1.11.11}}&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bedroom_design&amp;diff=115550</id>
		<title>v0.31:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bedroom_design&amp;diff=115550"/>
		<updated>2010-05-27T02:33:48Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* Living Pods (Residential Flats) */  Minor style edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
There are many ways to design the layout of {{L|bedroom}}s.  Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to {{L|noise}} should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal {{L|dormitory}}. The smallest ''bedroom design'' possible is a corridor with with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the {{L|dwarven economy}} kicks in, and a wide range of &amp;quot;{{L|Room#Specific room quality grades|room qualities}}&amp;quot; are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, or rented once the economy kicks in, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all -- but with the economy active, it will also have an absolute minimal rent, which makes it worth having a few such rooms set up. And, of course, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it. &lt;br /&gt;
&lt;br /&gt;
An additional refinement is to expand the room area of each bed to 3x3, deliberately causing them to overlap.  This lowers the value of each bed, which in turn lowers the rent and provides some low-rent housing for impoverished dwarves to stay -- it can drop as low as 7 coins depending on the arrangement.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a {{L|dormitory}} from one of them (do not assign the bed to anyone), and, voila, instant flophouse.  On maps with no {{L|tree}}s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality {{L|food}}, {{L|alcohol}}, an expansive {{L|dining room}}, and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give {{L|noble}}s their own rooms, however; they tend to get upset when their {{L|Noble#Room Requirements Summary|requirements}} are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues.  This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Three-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of six by seven squares. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.++-++.¦  ¦  ¦.++-++.¦  ¦  ¦.++-++.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---+---¦  ¦  ---+.+---  ¦  ¦---+---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. Hatches can be used between the individual bedrooms as vertical doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this is built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full squar with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pair of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = {{L|grate}} or floor {{L|bars}} over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = {{L|statue}}s (though a {{L|zoo}} or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a {{L|king|king/queen}}.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to {{L|flood}} an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the centralmost tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central stair case as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12games.com/forum/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LockeslyLCrit/DiagonalMining.ahk&amp;diff=115493</id>
		<title>User:LockeslyLCrit/DiagonalMining.ahk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LockeslyLCrit/DiagonalMining.ahk&amp;diff=115493"/>
		<updated>2010-05-26T12:17:23Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: : )&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an [[40d:Utilities#AutoHotKey|AutoHotkey]] script for saving your fingers from much pain while attempting to [[40d:Exploratory_mining#Diagonal_every_5|mine diagonally]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; Diagonal Mining&lt;br /&gt;
; Hit Ctrl-Shift-S at a location to start mining.&lt;br /&gt;
;&lt;br /&gt;
; Hit Ctrl-Shift-W once finished with a loop to add &lt;br /&gt;
; a passageway in the middle for better miner access.&lt;br /&gt;
;&lt;br /&gt;
; Ctrl-Shift-D will remove a diagonal line in case lag&lt;br /&gt;
; or other issues screws up your mining designations.&lt;br /&gt;
; If framerate is a major issue, change SetKeydelay, 30&lt;br /&gt;
; to a higher number.&lt;br /&gt;
;&lt;br /&gt;
; NOTE: Try to start in the top right area. This script&lt;br /&gt;
; will mine from NE to SW.&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
; Code by Lockesly L'Crit, heavily modified off of&lt;br /&gt;
; StrawberryBunny's Mineshaft script.&lt;br /&gt;
; Cleaned up and edited for size by Bagok701&lt;br /&gt;
; &lt;br /&gt;
&lt;br /&gt;
SetKeydelay, 30&lt;br /&gt;
&lt;br /&gt;
^+s::&lt;br /&gt;
x = 140 ; Total squares left and down 6 min&lt;br /&gt;
y = 4   ; 10*y squares tall&lt;br /&gt;
&lt;br /&gt;
;;Main Loop&lt;br /&gt;
&lt;br /&gt;
Loop %y%&lt;br /&gt;
{&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter 2}&lt;br /&gt;
		Send 1&lt;br /&gt;
	}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {8 5}&lt;br /&gt;
	Send {Enter 2}&lt;br /&gt;
	Send {2 10}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter 2}&lt;br /&gt;
		Send 9&lt;br /&gt;
	}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {8 5}&lt;br /&gt;
	Send {Enter 2}&lt;br /&gt;
	Send {2 10}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;Adding passageways for miners in the middle&lt;br /&gt;
&lt;br /&gt;
 ^+w::&lt;br /&gt;
w = 75&lt;br /&gt;
z = 35&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
	Send {8 5}&lt;br /&gt;
	Loop %w%&lt;br /&gt;
	{&lt;br /&gt;
		Send 1&lt;br /&gt;
	}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %z%&lt;br /&gt;
	{&lt;br /&gt;
		Send 8&lt;br /&gt;
	}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
 ^+d::&lt;br /&gt;
x = 140&lt;br /&gt;
{&lt;br /&gt;
Send x&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter 2}&lt;br /&gt;
		Send 1&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:DDR&amp;diff=115411</id>
		<title>User talk:DDR</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:DDR&amp;diff=115411"/>
		<updated>2010-05-25T21:31:34Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DDR's Feedback:&lt;br /&gt;
^q:: Does WHAT exactly?&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=115064</id>
		<title>v0.31:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=115064"/>
		<updated>2010-05-25T05:17:41Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: /* Perpetual motion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 {{L|Wood|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
# {{L|Architecture|Architecture}}&lt;br /&gt;
# {{L|Carpenter|Carpenter}}&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a {{L|machine component}} that provides {{L|power}} via {{L|water flow}}. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 {{L|wood|wood}} and generates 90 net power, which can be used for operating a {{L|Screw pump|pump}} or {{L|mill}}. You can use {{L|axle|axles}} and {{L|Gear assembly|gears}} to access the power produced by a water wheel, or connect machinery like a {{L|Screw pump|pump}} or {{L|millstone|millstone}} directly.&lt;br /&gt;
&lt;br /&gt;
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The {{L|Building_designer|architecture}} and {{L|Carpenter|carpentry}} labors are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the color of the first wood selected for it, so you could build a red wheel with one piece of goblin-cap and two of fungiwood.&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component on either side of its center tile.  Do not hang it from a gear assembly you wish to control with a switch, a disconnected gear assembly can't support anything and will cause the waterwheel to deconstruct.&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} is generated from a water wheel as long as it has {{L|water_flow|flowing}} water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a {{L|river|river}} or {{L|brook|brook}}. With a {{L|brook}} you must first channel through the surface since brooks have a floor of sorts over them. &lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the relatively low power draw of a {{L|screw pump}}, a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an {{L|exploit}} (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... &lt;br /&gt;
&lt;br /&gt;
To get it working, you must start the pump manually.*&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions are {{L|aquifer}}s, which can sometimes have naturally occurring {{L|flow}}.  This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional {{L|channel}}ing, so designs will have to be adapted if such are found.)''&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
:'''Key:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+ &amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; = '''Water Wheel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;  = '''Gear Assembly'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;  = '''Axle E/W'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = '''Axle N/S'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from west'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; = '''Channel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Closed Water Source Opening''' &lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD AN ORTHOGONAL PUMP, VERTICAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
&lt;br /&gt;
===Dwarven Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This compact design, once started, can only be stopped (without complete de-construction of all components) by blocking the tile the pump draws water from, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to {{L|machinery}} outside them, not shown). {{L|Power}} is routed up from the pump or off to the side from a wheel, where a {{L|gear assembly}} can be placed early in the power train, linked to a {{L|lever}}, to disconnect the power at that point.  &lt;br /&gt;
&lt;br /&gt;
The design below produces 170 surplus power (less additional power train), almost twice that of earlier designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
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|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
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'''&amp;lt;span style=&amp;quot;color:#080&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:#0F0&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Pumps from south'''&lt;br /&gt;
&lt;br /&gt;
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a {{L|pond}}).  Meanwhile, construct the pump, pumping from the South.  Construct the two water wheels.  Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the &amp;quot;reactor&amp;quot; will start immediately and the pump operator will leave.  The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area.    Note that for the upper level, no southern walls are shown as none are needed.&lt;br /&gt;
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''&lt;br /&gt;
* The ideal amount of water in this design is apparently 63 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural {{L|water flow}} - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''&lt;br /&gt;
&lt;br /&gt;
===Mini Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This even more compact design is quite similar to the original Dwarven Water Reactor, but can be used in tight spots that do not need more than 80 surplus power.  This plan can also be considered an extension unit to the DWR, in that it can be added to one or the other side to provide an additional 80 power to the resulting power train.  Safely constructing a mini reactor to add to a previously built reactor without potential flooding and/or loss of power is possible only if you first turn off the original reactor with floor hatches.  Planning ahead is a much better option, so if you're going to need more than 170 power, build a larger reactor to start with.&lt;br /&gt;
&lt;br /&gt;
As stated previously, the design below produces 80 surplus power (less additional power train).&lt;br /&gt;
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{|&lt;br /&gt;
|'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
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|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#080&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:#0F0&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Pumps from south'''&lt;br /&gt;
&lt;br /&gt;
Construction of the mini reactor follows the same order as for the DWR, though the channel is slightly different and only one water wheel is needed.  If this is an addition to a full size reactor or set of reactors, all channels will need to be fairly full with water to start the reactor.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=114741</id>
		<title>User:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bagok701&amp;diff=114741"/>
		<updated>2010-05-24T11:02:14Z</updated>

		<summary type="html">&lt;p&gt;Bagok701: Created page with 'Starting builds that do not work well in my opinion. *Grower5/Herbalist5 **At beginning was used to get seeds fast then farm but never got any growing done. A waste of 5 skill po…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting builds that do not work well in my opinion.&lt;br /&gt;
*Grower5/Herbalist5&lt;br /&gt;
**At beginning was used to get seeds fast then farm but never got any growing done. A waste of 5 skill points.&lt;/div&gt;</summary>
		<author><name>Bagok701</name></author>
	</entry>
</feed>