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	<updated>2026-04-12T17:38:33Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13095</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13095"/>
		<updated>2008-05-13T13:48:22Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Example results:  What you can expect with various machines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows NT 4.0, Windows 98, or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20MB, but savegames and screenshots (if you take them) use considerable amounts of harddisk space.&lt;br /&gt;
&lt;br /&gt;
256MB RAM: The game uses 150+ MB memory while running (more if you select a local grid larger than 6x6).  The more creatures, objects, and explored space on your map, the more memory you will need.  Most of this can be kept in virtual memory (disk swap), but be sure to have at least 500MB total (physical + virtual) memory available.  [[World generation]] requires 400MB at its peak.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress loves as much raw CPU power as you can provide it with.  Recommended:&lt;br /&gt;
&lt;br /&gt;
Core2:  1.4GHz or higher&lt;br /&gt;
&lt;br /&gt;
Pentium 4:  3.0GHz or higher&lt;br /&gt;
&lt;br /&gt;
Athlon:  3000+ or higher&lt;br /&gt;
&lt;br /&gt;
The larger your map and the more units on it, the harder your computer will need to work (see &amp;quot;optimization&amp;quot;, below).  Dwarf Fortress will take all the CPU power it is given, and will run at 50-100FPS on a modern system (5-20FPS on a P2 500MHz).&lt;br /&gt;
&lt;br /&gt;
You'll also want a decent video card to keep up with the CPU.  Integrated on-motherboard video cards are a bad idea, but even a separate gaming-type video card that's several years old will satisfy DF under most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Dual-core machines===&lt;br /&gt;
&lt;br /&gt;
If you're running a lot of things at once while playing Dwarf Fortress, open Task Manager and set DF to Core1 and everything else to Core0.  You will now have an entire core dedicated to running DF, which should give slightly better performance. Multi-threading support isn't currently implemented.&lt;br /&gt;
&lt;br /&gt;
==Other Operating Systems==&lt;br /&gt;
===Linux===&lt;br /&gt;
Although DF is a Windows game, it works perfectly in Linux using Wine, as long as you have video drivers with working OpenGL acceleration &amp;amp;ndash; for all NVIDIA and newer ATI cards, this means using the vendor's closed source driver. Without 2D acceleration the game runs slow as [[Dwarven syrup]].  Most distributions provide Wine, so consult your distribution-specific documentation for help.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000448 this thread] for tips about Ubuntu and other distributions.&lt;br /&gt;
&lt;br /&gt;
===OS X===&lt;br /&gt;
The game works on Intel OS X using [http://www.codeweavers.com/ CrossOver], although it may run slower.&lt;br /&gt;
&lt;br /&gt;
Discussion for an OS X port can be found [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000156 here].  Since a user has successfully ported Kobold Quest to OS X, we could expect a mac port in the near future.&lt;br /&gt;
&lt;br /&gt;
==Optimizing Dwarf Fortress==&lt;br /&gt;
You can greatly increase game speed on all systems; details at [[Maximizing framerate]].&lt;br /&gt;
&lt;br /&gt;
==Example results:  What you can expect with various machines==&lt;br /&gt;
&lt;br /&gt;
'''Pentium 4 at 2.2 GHz and 1 GByte RAM, running version 0.27.169.33g:'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, relatively hilly (ten z-levels of elevation change), without magma but with unfrozen brook, no caves, lakes, or monsters; virtually all possible speed-boosting edits in init.txt applied.  Game starts to lag seriously at just under 80 dwarves.Speed is down to 30-45 FPS (varies) and occasional interface jerkiness is becoming noticeable.&lt;br /&gt;
&lt;br /&gt;
'''Asus Eee PC 4G - 512 Ram - Windows XP(custom optimized) - DF v0.27.176.38c:'''&lt;br /&gt;
&lt;br /&gt;
Smallest map possible with the smallest site, flatland only 1z above ground, 15z underground, volcano, some lakes, no underground water, 3 monsters, 9 creatures and 7 dwarfs. Speed boosting edits in init.txt. 10FPS on fullscreen mode and 20 on window mode. Some keys aren´t easy to press on that small keyboard, mainly when you have to press fn+shift+key. Conclusion: Play it on a desktop or a better EEE PC. :-(&lt;br /&gt;
&lt;br /&gt;
'''Core Duo 4400 (2x2ghz) - 2 gb RAM - Windows Vista - .38c'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, pretty cliffy. Volcano, part of river and pretty big artificial pool. 120 dwarves, less than 10 roaming animals and ~50 fps. Decreases to 30 when merchants arrive or when many hauling jobs are started.&lt;br /&gt;
&lt;br /&gt;
'''Athlon XP 2200(1.8) - 1 GB 6 year old RAM (DDR100/DDR133) - windows XP -no optimizations to XP or DF -.38c'''&lt;br /&gt;
&lt;br /&gt;
Large site (6x6), medium world,with brook, no speed boost edits, Kapersky running with protection disabled. Slightly upwards slanted hill. Most of human town, no reveal.exe, running Dwarf Foreman, and with a relatively old (and thus slow) install of XP thats had several viruses- 35-40FPS with 17 humans, 38-48 FPS with 7. Drops to 30-35 with alot of hauling or when viewing 1 z level up (1 bellow human town, 1 above my start site). I imagine with a fresh install and a regular sized site it would likely hold 50+FPS. I don't really know where the speed is coming from compared to what other people are reporting- the processor only scores 1040 CB on a cinebench CPU benchmark.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Maximizing framerate]]&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:N9103&amp;diff=32664</id>
		<title>User talk:N9103</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:N9103&amp;diff=32664"/>
		<updated>2008-05-13T00:42:17Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Problems/Mistakes/Corrections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Persona Grata ==&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] - Bad Edit Finder&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] - Formatting Helper&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Fedor|Fedor]] - PreGen Enthusiast ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Comments/Opinions/Rants Welcome Here ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Problems/Mistakes/Corrections ==&lt;br /&gt;
&amp;lt;small&amp;gt;Forgive me for the occasional slip up. Just make a note here of where I managed to screw up, so that I may endeavor to learn from my mistakes.--[[User:N9103|N9103]] 15:54, 23 December 2007 (EST)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Nothing too troublesome, but on the system reqs page you made a somewhat false statement in that you said that a dedicated single core was faster then a dual core- while I understand where this comes from, all of Intels Core2 line are more powerful on even a single core then their entire P4 line including the 3.4 GHz prescott. AMD's are likely the same though I cannot know for sure. Also, two processors with the exact same specs in terms of speed, ect ect, the dual will still win due to larger Cache and the ability to run excess processes on a seperate core. --[[User:Darkone|Darkone]] 20:42, 12 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:System_requirements&amp;diff=41486</id>
		<title>40d Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:System_requirements&amp;diff=41486"/>
		<updated>2008-05-13T00:36:05Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* DF Doesn't Need a Fancy GPU */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF Doesn't Need a Fancy GPU ==&lt;br /&gt;
&lt;br /&gt;
Even considering how DF uses OpenGL for graphics, an integrated card should have absolutely no problem displaying 2000 quads on screen.&lt;br /&gt;
&lt;br /&gt;
I threw together a quick and dirty test app to render 2000 dwarf faces, and it can manage 100 FPS with just 18% CPU load.  Without throttling I get 600 FPS with 80% CPU.  That's on an integrated (GMA x3100) card.  So, at least for Intel's GMA cards going back at least two years, the graphics should perform just fine.&lt;br /&gt;
&lt;br /&gt;
So that's why I don't think it should be necessary to recommend a powerful discrete GPU, especially when the screen isn't updated very often.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jcromartie|Jcromartie]] 13:31, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's specifically stated that an old GPU will work just fine. Just a bargain bin 25$ card would be sufficient for the purpose. A '''BIG''' reason for using a separate GPU is the fact that they will share resources, (Shared Memory *and* CPU Cycles,) which will quickly affect performance of the CPU, which DF is quite power-hungry for at this stage, (and many future stages as well I'm sure.) --[[User:N9103|Edward]] 19:39, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not to mention a seperate GPU takes ALL those 2000 quads off the processor. --[[User:Darkone|Darkone]] 20:35, 12 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== General Performance ==&lt;br /&gt;
&lt;br /&gt;
I may be talking out of my butt here, and as a developer I can understand the challenges of (and reasons to avoid) optimization, but might it be time to start tuning DF?  It uses 99% CPU on a 2.2GHz Core 2 Duo ''all the time''.  This is even the case when displaying the main menu or when paused.&lt;br /&gt;
&lt;br /&gt;
Maybe [http://www.artima.com/cppsource/how_to_go_slow.html this article] can shed some light on why it uses so much CPU when it doesn't need to?&lt;br /&gt;
&lt;br /&gt;
--[[User:Jcromartie|Jcromartie]] 13:31, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can see where you're coming from, but being that the majority of the game has yet to even be programmed, it's far too early to begin real optimizations. Toady's made a few tweaks to do minor optimizations, so he's got it in mind, so far as it won't interfere with the many core and other items that still need to be added. Over half of the [[http://www.bay12games.com/dwarves/dev_core_1-20.html Core Components]] are still missing, and it's even farther from completion when looking at the [[http://www.bay12games.com/dwarves/dev_req_1-50.html Non-Core Required Components]], a good number of which deal directly with optimization. --[[User:N9103|Edward]] 19:33, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dual Core ==&lt;br /&gt;
&lt;br /&gt;
I believe it may be right to add back in a recommendation, but not for multiple cores but the processor itself. Someone made an erroneous edit in the history stating that a single core is usually faster then a dual- this is wrong, as the Core 2 architecture is ''Far'' more powerful then Pentium, though I do not have data for AMD processors. A Core running at a mere 1.86 gigahertz pulls in a 3000+ benchmark (cinebench) versus the lowly 1800-2000 of a 3 gigahertz pentium 4. Not to mention running DF on its own private core is probably the best thing you could do with it.--[[User:Darkone|Darkone]] 10:45, 12 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:System_requirements&amp;diff=41485</id>
		<title>40d Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:System_requirements&amp;diff=41485"/>
		<updated>2008-05-13T00:35:51Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* DF Doesn't Need a Fancy GPU */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF Doesn't Need a Fancy GPU ==&lt;br /&gt;
&lt;br /&gt;
Even considering how DF uses OpenGL for graphics, an integrated card should have absolutely no problem displaying 2000 quads on screen.&lt;br /&gt;
&lt;br /&gt;
I threw together a quick and dirty test app to render 2000 dwarf faces, and it can manage 100 FPS with just 18% CPU load.  Without throttling I get 600 FPS with 80% CPU.  That's on an integrated (GMA x3100) card.  So, at least for Intel's GMA cards going back at least two years, the graphics should perform just fine.&lt;br /&gt;
&lt;br /&gt;
So that's why I don't think it should be necessary to recommend a powerful discrete GPU, especially when the screen isn't updated very often.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jcromartie|Jcromartie]] 13:31, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's specifically stated that an old GPU will work just fine. Just a bargain bin 25$ card would be sufficient for the purpose. A '''BIG''' reason for using a separate GPU is the fact that they will share resources, (Shared Memory *and* CPU Cycles,) which will quickly affect performance of the CPU, which DF is quite power-hungry for at this stage, (and many future stages as well I'm sure.) --[[User:N9103|Edward]] 19:39, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not to mention a seperate GPU takes ALL those 2000 quads off the processor. --[[User:Darkone|Darkone]] 20:35, 12 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== General Performance ==&lt;br /&gt;
&lt;br /&gt;
I may be talking out of my butt here, and as a developer I can understand the challenges of (and reasons to avoid) optimization, but might it be time to start tuning DF?  It uses 99% CPU on a 2.2GHz Core 2 Duo ''all the time''.  This is even the case when displaying the main menu or when paused.&lt;br /&gt;
&lt;br /&gt;
Maybe [http://www.artima.com/cppsource/how_to_go_slow.html this article] can shed some light on why it uses so much CPU when it doesn't need to?&lt;br /&gt;
&lt;br /&gt;
--[[User:Jcromartie|Jcromartie]] 13:31, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can see where you're coming from, but being that the majority of the game has yet to even be programmed, it's far too early to begin real optimizations. Toady's made a few tweaks to do minor optimizations, so he's got it in mind, so far as it won't interfere with the many core and other items that still need to be added. Over half of the [[http://www.bay12games.com/dwarves/dev_core_1-20.html Core Components]] are still missing, and it's even farther from completion when looking at the [[http://www.bay12games.com/dwarves/dev_req_1-50.html Non-Core Required Components]], a good number of which deal directly with optimization. --[[User:N9103|Edward]] 19:33, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dual Core ==&lt;br /&gt;
&lt;br /&gt;
I believe it may be right to add back in a recommendation, but not for multiple cores but the processor itself. Someone made an erroneous edit in the history stating that a single core is usually faster then a dual- this is wrong, as the Core 2 architecture is ''Far'' more powerful then Pentium, though I do not have data for AMD processors. A Core running at a mere 1.86 gigahertz pulls in a 3000+ benchmark (cinebench) versus the lowly 1800-2000 of a 3 gigahertz pentium 4. Not to mention running DF on its own private core is probably the best thing you could do with it.--[[User:Darkone|Darkone]] 10:45, 12 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:System_requirements&amp;diff=41484</id>
		<title>40d Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:System_requirements&amp;diff=41484"/>
		<updated>2008-05-12T14:45:25Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Dual Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF Doesn't Need a Fancy GPU ==&lt;br /&gt;
&lt;br /&gt;
Even considering how DF uses OpenGL for graphics, an integrated card should have absolutely no problem displaying 2000 quads on screen.&lt;br /&gt;
&lt;br /&gt;
I threw together a quick and dirty test app to render 2000 dwarf faces, and it can manage 100 FPS with just 18% CPU load.  Without throttling I get 600 FPS with 80% CPU.  That's on an integrated (GMA x3100) card.  So, at least for Intel's GMA cards going back at least two years, the graphics should perform just fine.&lt;br /&gt;
&lt;br /&gt;
So that's why I don't think it should be necessary to recommend a powerful discrete GPU, especially when the screen isn't updated very often.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jcromartie|Jcromartie]] 13:31, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's specifically stated that an old GPU will work just fine. Just a bargain bin 25$ card would be sufficient for the purpose. A '''BIG''' reason for using a separate GPU is the fact that they will share resources, (Shared Memory *and* CPU Cycles,) which will quickly affect performance of the CPU, which DF is quite power-hungry for at this stage, (and many future stages as well I'm sure.) --[[User:N9103|Edward]] 19:39, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== General Performance ==&lt;br /&gt;
&lt;br /&gt;
I may be talking out of my butt here, and as a developer I can understand the challenges of (and reasons to avoid) optimization, but might it be time to start tuning DF?  It uses 99% CPU on a 2.2GHz Core 2 Duo ''all the time''.  This is even the case when displaying the main menu or when paused.&lt;br /&gt;
&lt;br /&gt;
Maybe [http://www.artima.com/cppsource/how_to_go_slow.html this article] can shed some light on why it uses so much CPU when it doesn't need to?&lt;br /&gt;
&lt;br /&gt;
--[[User:Jcromartie|Jcromartie]] 13:31, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can see where you're coming from, but being that the majority of the game has yet to even be programmed, it's far too early to begin real optimizations. Toady's made a few tweaks to do minor optimizations, so he's got it in mind, so far as it won't interfere with the many core and other items that still need to be added. Over half of the [[http://www.bay12games.com/dwarves/dev_core_1-20.html Core Components]] are still missing, and it's even farther from completion when looking at the [[http://www.bay12games.com/dwarves/dev_req_1-50.html Non-Core Required Components]], a good number of which deal directly with optimization. --[[User:N9103|Edward]] 19:33, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dual Core ==&lt;br /&gt;
&lt;br /&gt;
I believe it may be right to add back in a recommendation, but not for multiple cores but the processor itself. Someone made an erroneous edit in the history stating that a single core is usually faster then a dual- this is wrong, as the Core 2 architecture is ''Far'' more powerful then Pentium, though I do not have data for AMD processors. A Core running at a mere 1.86 gigahertz pulls in a 3000+ benchmark (cinebench) versus the lowly 1800-2000 of a 3 gigahertz pentium 4. Not to mention running DF on its own private core is probably the best thing you could do with it.--[[User:Darkone|Darkone]] 10:45, 12 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:System_requirements&amp;diff=41483</id>
		<title>40d Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:System_requirements&amp;diff=41483"/>
		<updated>2008-05-12T14:44:59Z</updated>

		<summary type="html">&lt;p&gt;Darkone: Dual Core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF Doesn't Need a Fancy GPU ==&lt;br /&gt;
&lt;br /&gt;
Even considering how DF uses OpenGL for graphics, an integrated card should have absolutely no problem displaying 2000 quads on screen.&lt;br /&gt;
&lt;br /&gt;
I threw together a quick and dirty test app to render 2000 dwarf faces, and it can manage 100 FPS with just 18% CPU load.  Without throttling I get 600 FPS with 80% CPU.  That's on an integrated (GMA x3100) card.  So, at least for Intel's GMA cards going back at least two years, the graphics should perform just fine.&lt;br /&gt;
&lt;br /&gt;
So that's why I don't think it should be necessary to recommend a powerful discrete GPU, especially when the screen isn't updated very often.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jcromartie|Jcromartie]] 13:31, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's specifically stated that an old GPU will work just fine. Just a bargain bin 25$ card would be sufficient for the purpose. A '''BIG''' reason for using a separate GPU is the fact that they will share resources, (Shared Memory *and* CPU Cycles,) which will quickly affect performance of the CPU, which DF is quite power-hungry for at this stage, (and many future stages as well I'm sure.) --[[User:N9103|Edward]] 19:39, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== General Performance ==&lt;br /&gt;
&lt;br /&gt;
I may be talking out of my butt here, and as a developer I can understand the challenges of (and reasons to avoid) optimization, but might it be time to start tuning DF?  It uses 99% CPU on a 2.2GHz Core 2 Duo ''all the time''.  This is even the case when displaying the main menu or when paused.&lt;br /&gt;
&lt;br /&gt;
Maybe [http://www.artima.com/cppsource/how_to_go_slow.html this article] can shed some light on why it uses so much CPU when it doesn't need to?&lt;br /&gt;
&lt;br /&gt;
--[[User:Jcromartie|Jcromartie]] 13:31, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can see where you're coming from, but being that the majority of the game has yet to even be programmed, it's far too early to begin real optimizations. Toady's made a few tweaks to do minor optimizations, so he's got it in mind, so far as it won't interfere with the many core and other items that still need to be added. Over half of the [[http://www.bay12games.com/dwarves/dev_core_1-20.html Core Components]] are still missing, and it's even farther from completion when looking at the [[http://www.bay12games.com/dwarves/dev_req_1-50.html Non-Core Required Components]], a good number of which deal directly with optimization. --[[User:N9103|Edward]] 19:33, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dual Core ==&lt;br /&gt;
&lt;br /&gt;
I believe it may be right to add back in a recommendation, but not for multiple cores but the processor itself. Someone made an erroneous edit in the history stating that a single core is usually faster then a dual- this is wrong, as the Core 2 architecture is ''Far'' more powerful then Pentium, though I do not have data for AMD processors. A Core running at a mere 1.86 gigahertz pulls in a 3000+ benchmark (cinebench) versus the lowly 1800-2000 of a 3 gigahertz pentium 4. Not to mention running DF on its own private core is probably the best thing you could do with it.&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13094</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13094"/>
		<updated>2008-05-12T14:37:15Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Example results:  What you can expect with various machines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows NT 4.0, Windows 98, or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20MB, but savegames and screenshots (if you take them) use considerable amounts of harddisk space.&lt;br /&gt;
&lt;br /&gt;
256MB RAM: The game uses 150+ MB memory while running (more if you select a local grid larger than 6x6).  The more creatures, objects, and explored space on your map, the more memory you will need.  Most of this can be kept in virtual memory (disk swap), but be sure to have at least 500MB total (physical + virtual) memory available.  [[World generation]] requires 400MB at its peak.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress loves as much raw CPU power as you can provide it with.  Recommended:&lt;br /&gt;
&lt;br /&gt;
Core2:  1.4GHz or higher&lt;br /&gt;
&lt;br /&gt;
Pentium 4:  3.0GHz or higher&lt;br /&gt;
&lt;br /&gt;
Athlon:  3000+ or higher&lt;br /&gt;
&lt;br /&gt;
The larger your map and the more units on it, the harder your computer will need to work (see &amp;quot;optimization&amp;quot;, below).  Dwarf Fortress will take all the CPU power it is given, and will run at 50-100FPS on a modern system (5-20FPS on a P2 500MHz).&lt;br /&gt;
&lt;br /&gt;
You'll also want a decent video card to keep up with the CPU.  Integrated on-motherboard video cards are a bad idea, but even a separate gaming-type video card that's several years old will satisfy DF under most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Dual-core machines===&lt;br /&gt;
&lt;br /&gt;
If you're running a lot of things at once while playing Dwarf Fortress, open Task Manager and set DF to Core1 and everything else to Core0.  You will now have an entire core dedicated to running DF, which should give slightly better performance. Multi-threading support isn't currently implemented.&lt;br /&gt;
&lt;br /&gt;
==Other Operating Systems==&lt;br /&gt;
===Linux===&lt;br /&gt;
Although DF is a Windows game, it works perfectly in Linux using Wine, as long as you have video drivers with working OpenGL acceleration &amp;amp;ndash; for all NVIDIA and newer ATI cards, this means using the vendor's closed source driver. Without 2D acceleration the game runs slow as [[Dwarven syrup]].  Most distributions provide Wine, so consult your distribution-specific documentation for help.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000448 this thread] for tips about Ubuntu and other distributions.&lt;br /&gt;
&lt;br /&gt;
===OS X===&lt;br /&gt;
The game works on Intel OS X using [http://www.codeweavers.com/ CrossOver], although it may run slower.&lt;br /&gt;
&lt;br /&gt;
Discussion for an OS X port can be found [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000156 here].  Since a user has successfully ported Kobold Quest to OS X, we could expect a mac port in the near future.&lt;br /&gt;
&lt;br /&gt;
==Optimizing Dwarf Fortress==&lt;br /&gt;
You can greatly increase game speed on all systems; details at [[Maximizing framerate]].&lt;br /&gt;
&lt;br /&gt;
==Example results:  What you can expect with various machines==&lt;br /&gt;
&lt;br /&gt;
'''Pentium 4 at 2.2 GHz and 1 GByte RAM, running version 0.27.169.33g:'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, relatively hilly (ten z-levels of elevation change), without magma but with unfrozen brook, no caves, lakes, or monsters; virtually all possible speed-boosting edits in init.txt applied.  Game starts to lag seriously at just under 80 dwarves.Speed is down to 30-45 FPS (varies) and occasional interface jerkiness is becoming noticeable.&lt;br /&gt;
&lt;br /&gt;
'''Asus Eee PC 4G - 512 Ram - Windows XP(custom optimized) - DF v0.27.176.38c:'''&lt;br /&gt;
&lt;br /&gt;
Smallest map possible with the smallest site, flatland only 1z above ground, 15z underground, volcano, some lakes, no underground water, 3 monsters, 9 creatures and 7 dwarfs. Speed boosting edits in init.txt. 10FPS on fullscreen mode and 20 on window mode. Some keys aren´t easy to press on that small keyboard, mainly when you have to press fn+shift+key. Conclusion: Play it on a desktop or a better EEE PC. :-(&lt;br /&gt;
&lt;br /&gt;
'''Core Duo 4400 (2x2ghz) - 2 gb RAM - Windows Vista - .38c'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, pretty cliffy. Volcano, part of river and pretty big artificial pool. 120 dwarves, less than 10 roaming animals and ~50 fps. Decreases to 30 when merchants arrive or when many hauling jobs are started.&lt;br /&gt;
&lt;br /&gt;
'''Athlon XP 2200(1.8) - 1 GB 6 year old RAM (DDR100/DDR133) - windows XP -no optimizations to XP or DF -.38c'''&lt;br /&gt;
&lt;br /&gt;
Large site (5x5 I believe, default start size when I play as humans), medium world,with brook, no speed boost edits, Kapersky running with protection disabled. Slightly upwards slanted hill. Most of human town, no reveal.exe, running Dwarf Foreman, and with a relatively old (and thus slow) install of XP thats had several viruses- 35-40FPS with 17 humans, 38-48 FPS with 7. Drops to 30-35 with alot of hauling or when viewing 1 z level up (1 bellow human town, 1 above my start site). I imagine with a fresh install and a regular sized site it would likely hold 50+FPS. I don't really know where the speed is coming from compared to what other people are reporting- the processor only scores 1040 CB on a cinebench CPU benchmark.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Maximizing framerate]]&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13093</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13093"/>
		<updated>2008-05-12T14:36:36Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Example results:  What you can expect with various machines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows NT 4.0, Windows 98, or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20MB, but savegames and screenshots (if you take them) use considerable amounts of harddisk space.&lt;br /&gt;
&lt;br /&gt;
256MB RAM: The game uses 150+ MB memory while running (more if you select a local grid larger than 6x6).  The more creatures, objects, and explored space on your map, the more memory you will need.  Most of this can be kept in virtual memory (disk swap), but be sure to have at least 500MB total (physical + virtual) memory available.  [[World generation]] requires 400MB at its peak.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress loves as much raw CPU power as you can provide it with.  Recommended:&lt;br /&gt;
&lt;br /&gt;
Core2:  1.4GHz or higher&lt;br /&gt;
&lt;br /&gt;
Pentium 4:  3.0GHz or higher&lt;br /&gt;
&lt;br /&gt;
Athlon:  3000+ or higher&lt;br /&gt;
&lt;br /&gt;
The larger your map and the more units on it, the harder your computer will need to work (see &amp;quot;optimization&amp;quot;, below).  Dwarf Fortress will take all the CPU power it is given, and will run at 50-100FPS on a modern system (5-20FPS on a P2 500MHz).&lt;br /&gt;
&lt;br /&gt;
You'll also want a decent video card to keep up with the CPU.  Integrated on-motherboard video cards are a bad idea, but even a separate gaming-type video card that's several years old will satisfy DF under most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Dual-core machines===&lt;br /&gt;
&lt;br /&gt;
If you're running a lot of things at once while playing Dwarf Fortress, open Task Manager and set DF to Core1 and everything else to Core0.  You will now have an entire core dedicated to running DF, which should give slightly better performance. Multi-threading support isn't currently implemented.&lt;br /&gt;
&lt;br /&gt;
==Other Operating Systems==&lt;br /&gt;
===Linux===&lt;br /&gt;
Although DF is a Windows game, it works perfectly in Linux using Wine, as long as you have video drivers with working OpenGL acceleration &amp;amp;ndash; for all NVIDIA and newer ATI cards, this means using the vendor's closed source driver. Without 2D acceleration the game runs slow as [[Dwarven syrup]].  Most distributions provide Wine, so consult your distribution-specific documentation for help.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000448 this thread] for tips about Ubuntu and other distributions.&lt;br /&gt;
&lt;br /&gt;
===OS X===&lt;br /&gt;
The game works on Intel OS X using [http://www.codeweavers.com/ CrossOver], although it may run slower.&lt;br /&gt;
&lt;br /&gt;
Discussion for an OS X port can be found [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000156 here].  Since a user has successfully ported Kobold Quest to OS X, we could expect a mac port in the near future.&lt;br /&gt;
&lt;br /&gt;
==Optimizing Dwarf Fortress==&lt;br /&gt;
You can greatly increase game speed on all systems; details at [[Maximizing framerate]].&lt;br /&gt;
&lt;br /&gt;
==Example results:  What you can expect with various machines==&lt;br /&gt;
&lt;br /&gt;
'''Pentium 4 at 2.2 GHz and 1 GByte RAM, running version 0.27.169.33g:'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, relatively hilly (ten z-levels of elevation change), without magma but with unfrozen brook, no caves, lakes, or monsters; virtually all possible speed-boosting edits in init.txt applied.  Game starts to lag seriously at just under 80 dwarves.Speed is down to 30-45 FPS (varies) and occasional interface jerkiness is becoming noticeable.&lt;br /&gt;
&lt;br /&gt;
'''Asus Eee PC 4G - 512 Ram - Windows XP(custom optimized) - DF v0.27.176.38c:'''&lt;br /&gt;
&lt;br /&gt;
Smallest map possible with the smallest site, flatland only 1z above ground, 15z underground, volcano, some lakes, no underground water, 3 monsters, 9 creatures and 7 dwarfs. Speed boosting edits in init.txt. 10FPS on fullscreen mode and 20 on window mode. Some keys aren´t easy to press on that small keyboard, mainly when you have to press fn+shift+key. Conclusion: Play it on a desktop or a better EEE PC. :-(&lt;br /&gt;
&lt;br /&gt;
'''Core Duo 4400 (2x2ghz) - 2 gb RAM - Windows Vista - .38c'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, pretty cliffy. Volcano, part of river and pretty big artificial pool. 120 dwarves, less than 10 roaming animals and ~50 fps. Decreases to 30 when merchants arrive or when many hauling jobs are started.&lt;br /&gt;
&lt;br /&gt;
'''Athlon XP 2200(1.8) - 1 GB 6 year old RAM (DDR100/DDR133) - windows XP -no optimizations to XP or DF -.38c'''&lt;br /&gt;
&lt;br /&gt;
Large site (5x5 I believe, default start size when I play as humans), medium world,with brook, no speed boost edits, Kapersky running with protection disabled. Slightly upwards slanted hill. Most of human town, no reveal.exe, running Dwarf Foreman, and with a relatively old (and thus slow) install of XP thats had several viruses- 35-40FPS with 17 humans, 38-48 FPS with 7. Drops to 30-35 with alot of hauling or when viewing 1 z level up (1 bellow human town, 1 above my start site). I imagine with a fresh install and a regular sized site it would likely hold 50+FPS. I don't rea;;y know where the speed is coming from compared to what other people are reporting- the processor only scores 1040 CB on a cinebench CPU benchmark.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Maximizing framerate]]&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13092</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13092"/>
		<updated>2008-05-12T14:35:07Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Example results:  What you can expect with various machines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows NT 4.0, Windows 98, or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20MB, but savegames and screenshots (if you take them) use considerable amounts of harddisk space.&lt;br /&gt;
&lt;br /&gt;
256MB RAM: The game uses 150+ MB memory while running (more if you select a local grid larger than 6x6).  The more creatures, objects, and explored space on your map, the more memory you will need.  Most of this can be kept in virtual memory (disk swap), but be sure to have at least 500MB total (physical + virtual) memory available.  [[World generation]] requires 400MB at its peak.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress loves as much raw CPU power as you can provide it with.  Recommended:&lt;br /&gt;
&lt;br /&gt;
Core2:  1.4GHz or higher&lt;br /&gt;
&lt;br /&gt;
Pentium 4:  3.0GHz or higher&lt;br /&gt;
&lt;br /&gt;
Athlon:  3000+ or higher&lt;br /&gt;
&lt;br /&gt;
The larger your map and the more units on it, the harder your computer will need to work (see &amp;quot;optimization&amp;quot;, below).  Dwarf Fortress will take all the CPU power it is given, and will run at 50-100FPS on a modern system (5-20FPS on a P2 500MHz).&lt;br /&gt;
&lt;br /&gt;
You'll also want a decent video card to keep up with the CPU.  Integrated on-motherboard video cards are a bad idea, but even a separate gaming-type video card that's several years old will satisfy DF under most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Dual-core machines===&lt;br /&gt;
&lt;br /&gt;
If you're running a lot of things at once while playing Dwarf Fortress, open Task Manager and set DF to Core1 and everything else to Core0.  You will now have an entire core dedicated to running DF, which should give slightly better performance. Multi-threading support isn't currently implemented.&lt;br /&gt;
&lt;br /&gt;
==Other Operating Systems==&lt;br /&gt;
===Linux===&lt;br /&gt;
Although DF is a Windows game, it works perfectly in Linux using Wine, as long as you have video drivers with working OpenGL acceleration &amp;amp;ndash; for all NVIDIA and newer ATI cards, this means using the vendor's closed source driver. Without 2D acceleration the game runs slow as [[Dwarven syrup]].  Most distributions provide Wine, so consult your distribution-specific documentation for help.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000448 this thread] for tips about Ubuntu and other distributions.&lt;br /&gt;
&lt;br /&gt;
===OS X===&lt;br /&gt;
The game works on Intel OS X using [http://www.codeweavers.com/ CrossOver], although it may run slower.&lt;br /&gt;
&lt;br /&gt;
Discussion for an OS X port can be found [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000156 here].  Since a user has successfully ported Kobold Quest to OS X, we could expect a mac port in the near future.&lt;br /&gt;
&lt;br /&gt;
==Optimizing Dwarf Fortress==&lt;br /&gt;
You can greatly increase game speed on all systems; details at [[Maximizing framerate]].&lt;br /&gt;
&lt;br /&gt;
==Example results:  What you can expect with various machines==&lt;br /&gt;
&lt;br /&gt;
'''Pentium 4 at 2.2 GHz and 1 GByte RAM, running version 0.27.169.33g:'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, relatively hilly (ten z-levels of elevation change), without magma but with unfrozen brook, no caves, lakes, or monsters; virtually all possible speed-boosting edits in init.txt applied.  Game starts to lag seriously at just under 80 dwarves.Speed is down to 30-45 FPS (varies) and occasional interface jerkiness is becoming noticeable.&lt;br /&gt;
&lt;br /&gt;
'''Asus Eee PC 4G - 512 Ram - Windows XP(custom optimized) - DF v0.27.176.38c:'''&lt;br /&gt;
&lt;br /&gt;
Smallest map possible with the smallest site, flatland only 1z above ground, 15z underground, volcano, some lakes, no underground water, 3 monsters, 9 creatures and 7 dwarfs. Speed boosting edits in init.txt. 10FPS on fullscreen mode and 20 on window mode. Some keys aren´t easy to press on that small keyboard, mainly when you have to press fn+shift+key. Conclusion: Play it on a desktop or a better EEE PC. :-(&lt;br /&gt;
&lt;br /&gt;
'''Core Duo 4400 (2x2ghz) - 2 gb RAM - Windows Vista - .38c'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, pretty cliffy. Volcano, part of river and pretty big artificial pool. 120 dwarves, less than 10 roaming animals and ~50 fps. Decreases to 30 when merchants arrive or when many hauling jobs are started.&lt;br /&gt;
&lt;br /&gt;
'''Athlon XP 2200(1.8) - 1 GB 6 year old RAM (DDR100/DDR133) - windows XP -no optimizations to XP or DF -.38c'''&lt;br /&gt;
Large site (5x5 I believe, default start size when I play as humans), medium world,with brook, no speed boost edits, Kapersky running with protection disabled. Slightly upwards slanted hill. Most of human town, no reveal.exe, running Dwarf Foreman, and with a relatively old (and thus slow) install of XP thats had several viruses- 35-40FPS with 17 humans, 38-48 FPS with 7. Drops to 30-35 with alot of hauling or when viewing 1 z level up (1 bellow human town, 1 above my start site). I imagine with a fresh install and a regular sized site it would likely hold 50+FPS. I don't rea;;y know where the speed is coming from compared to what other people are reporting- the processor only scores 1040 CB on a cinebench CPU benchmark.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Maximizing framerate]]&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30422</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30422"/>
		<updated>2008-05-03T16:20:08Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Example two: &amp;quot;Arachnid&amp;quot; playable creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''A NEW UPDATE HAS MADE MOST OF THIS INFORMATION REDUNDANT IN REGARDS TO NEW CIVILISATIONS'''&lt;br /&gt;
&lt;br /&gt;
This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
++[EDIT 05/01/08]&lt;br /&gt;
It seems you do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. I have not had any trouble &amp;quot;swapping mods&amp;quot; using this method, but would still like verification before this section is deleted.++&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT::]' defines biomes that civs will appear in.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
NOTE: With version 32a and higher, if you use [NUISANCE] or [BABYSNATCHER] with older mods then you will get things like wyverns sneaking into your fort knocking everything over, as they're set buildingdestroyer. Just remove the line (nuisance, babysnatcher, sieger) entirely.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:3]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:4]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:3]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [ITEM_THIEF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30421</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30421"/>
		<updated>2008-05-03T16:19:42Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Example two: &amp;quot;Arachnid&amp;quot; playable creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''A NEW UPDATE HAS MADE MOST OF THIS INFORMATION REDUNDANT IN REGARDS TO NEW CIVILISATIONS'''&lt;br /&gt;
&lt;br /&gt;
This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
++[EDIT 05/01/08]&lt;br /&gt;
It seems you do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. I have not had any trouble &amp;quot;swapping mods&amp;quot; using this method, but would still like verification before this section is deleted.++&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT::]' defines biomes that civs will appear in.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
NOTE: With version 32a and higher, if you use [NUISANCE] or [BABYSNATCHER] with older mods then you will get things like wyverns sneaking into your fort knocking everything over, as they're set buildingdestroyer. Just remove the line (nuisance, babysnatcher, sieger) entirely.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:3]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:4]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:3]&lt;br /&gt;
&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [ITEM_THIEF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37934</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37934"/>
		<updated>2008-05-03T16:18:58Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Arachnid Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Minor nitpick here, but it apears he forgot to add :5FINGERS:&amp;lt;/s&amp;gt; tested it and it works, added it to wiki. as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21321</id>
		<title>40d Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21321"/>
		<updated>2008-05-02T22:52:54Z</updated>

		<summary type="html">&lt;p&gt;Darkone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How -do- you capture flies, anyway? --[[User:Alfador|Alfador]] 19:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How do I jump off cliffs in adventure mode? --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12games.com/cgi-local/ultimatebb.cgi forums] would probably be a better place to ask questions like these, though the movement thing would probably go well in this article. To 'catch' flies, simply be on the same tile as a swarm of them, and {{key|g}}et one as if it were an item on the ground. To jump off cliffs or other such features, hold Alt while moving, and it'll give you a choice of where you want to go in that direction. --[[User:Hesitris|Hesitris]] 06:54, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The best way to get live animals is to &amp;quot;L&amp;quot;ook/search in the square, which will dig up a multitude of small bugs. Store them in your backpack and go to town with &amp;quot;Spinning Live Cockroach Hits The Cougar In The Head! Its Brain Is Broken!&amp;quot;-ness. --[[User:DuckofDoom|DuckofDoom]] 20:19, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It mentions that you start out in the Mayor's House in a human town. Isn't that technically like the Town Hall or City Tavern, not the mayor's house. --[[User:Wahnsinniger|Wahnsinniger]] 20:57, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Erm, pressing P doesn't equip items. Instead it tries to put them in containers.[[User:Patarak|Patarak]] 02:59, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Fixed &amp;quot;P&amp;quot;, here's some news from 38a though: i met a legendary bowman, and she told me off when i asked her to join. No more &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions except for Drunks now. --[[User:Digger|Digger]] 23:40, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Actually, its just the legendaries that ignore you. Lower class warriors are always happy to help. Sometimes they'll do your job for you!--[[User:Shadow archmagi|Shadow archmagi]] 05:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to talk about making adventure mode run faster on this page.  I can run a 6X6 fortress just fine, but for some reason, Adventure mode is slow as Toady's implementation of a UI. [[User:Pi|Pi]]&lt;br /&gt;
&lt;br /&gt;
Might wanna add a note that it apears that drunks are fairly good at using captured weapons. Twice now I've hada drunk wield a spear with incredible skill, killing an ettin, and one time, me when i tried to take the spear back after it was lodged into a werewolf and he grabbed it.--[[User:Darkone|Darkone]] 18:52, 2 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37933</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37933"/>
		<updated>2008-05-02T22:40:11Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Arachnid Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Minor nitpick here, but it apears he forgot to add :5FINGERS: as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37932</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37932"/>
		<updated>2008-05-02T22:39:59Z</updated>

		<summary type="html">&lt;p&gt;Darkone: /* Arachnid Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Minor nitpick here, but it spears he forgot to add :5FINGERS: as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37931</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37931"/>
		<updated>2008-05-02T22:39:33Z</updated>

		<summary type="html">&lt;p&gt;Darkone: Arachnid Tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Minor nitpick here, but it spears he forgot to add :5FINGERS: as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints?&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37930</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37930"/>
		<updated>2008-05-02T22:17:19Z</updated>

		<summary type="html">&lt;p&gt;Darkone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;/div&gt;</summary>
		<author><name>Darkone</name></author>
	</entry>
</feed>