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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=178122</id>
		<title>v0.34:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=178122"/>
		<updated>2012-10-09T23:13:45Z</updated>

		<summary type="html">&lt;p&gt;Dibesh Durad: /* Default Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|20:33, 4 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''init.txt''' file can be used to make many adjustments to the game presentation and feel, like changing [[Technical tricks#Screen_sizes|screen size]], or enabling [[Tilesets]]. Other options that would [[Technical tricks|improve framerate]] by deactivating features are now contained in [[D_init.txt]].&lt;br /&gt;
&lt;br /&gt;
This file is located at '''Dwarf Fortress\data\init\init.txt''' along with the embark profiles, d_init.txt and other useful files.&lt;br /&gt;
&lt;br /&gt;
==Default Settings==&lt;br /&gt;
WARNING: Do NOT copy over the init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and tilesets from older DF&lt;br /&gt;
versions, but you should not copy anything else.  You should not, under any&lt;br /&gt;
circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
'''[SOUND:YES]'''&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
'''[VOLUME:255]'''&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
'''[INTRO:YES]'''&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
'''[WINDOWED:YES]'''&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.&lt;br /&gt;
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.&lt;br /&gt;
&lt;br /&gt;
'''[WINDOWEDX:80]&lt;br /&gt;
[WINDOWEDY:25]&lt;br /&gt;
[FONT:curses_640x300.png]'''&lt;br /&gt;
&lt;br /&gt;
You may disable window resizing if you wish.&lt;br /&gt;
'''[RESIZABLE:YES]'''&lt;br /&gt;
&lt;br /&gt;
Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.&lt;br /&gt;
&lt;br /&gt;
'''[FULLSCREENX:0]&lt;br /&gt;
[FULLSCREENY:0]&lt;br /&gt;
[FULLFONT:curses_800x600.png]'''&lt;br /&gt;
&lt;br /&gt;
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
'''[BLACK_SPACE:YES]'''&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.&lt;br /&gt;
&lt;br /&gt;
'''[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]'''&lt;br /&gt;
&lt;br /&gt;
These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:&amp;lt;number&amp;gt;, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set.  Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.&lt;br /&gt;
&lt;br /&gt;
By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
On a multi-core machine none of this is very likely to matter; stick to 2D.&lt;br /&gt;
&lt;br /&gt;
2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.&lt;br /&gt;
&lt;br /&gt;
Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.&lt;br /&gt;
&lt;br /&gt;
'''[PRINT_MODE:2D]'''&lt;br /&gt;
	Mode examples:&lt;br /&gt;
	 PRINT_MODE:2D&lt;br /&gt;
	 PRINT_MODE:TEXT&lt;br /&gt;
	 PRINT_MODE:FRAME_BUFFER&lt;br /&gt;
	 PRINT_MODE:PARTIAL:0&lt;br /&gt;
'''[SINGLE_BUFFER:NO]'''&lt;br /&gt;
&lt;br /&gt;
Switches truetype on whenever the vertical tile size is this many pixels or larger.  You may also use YES/NO to force it on/off.  Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).&lt;br /&gt;
&lt;br /&gt;
'''[TRUETYPE:24]'''&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
'''[TOPMOST:NO]'''&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
'''[FPS:NO]'''&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
You may set FPS_CAP to 0 to make it uncapped.&lt;br /&gt;
&lt;br /&gt;
'''[FPS_CAP:100]'''&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
'''[G_FPS_CAP:50]'''&lt;br /&gt;
&lt;br /&gt;
On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.&lt;br /&gt;
&lt;br /&gt;
'''[ARB_SYNC:NO]'''&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.&lt;br /&gt;
&lt;br /&gt;
'''[VSYNC:NO]'''&lt;br /&gt;
&lt;br /&gt;
Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
'''[TEXTURE_PARAM:LINEAR]'''&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
'''&lt;br /&gt;
[PRIORITY:NORMAL]'''&lt;br /&gt;
&lt;br /&gt;
Use this to set how fast the game zooms.  The default corresponds to&lt;br /&gt;
increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
'''[ZOOM_SPEED:10]'''&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
'''&lt;br /&gt;
[MOUSE:YES]'''&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
'''[MOUSE_PICTURE:NO]'''&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.&lt;br /&gt;
'''&lt;br /&gt;
[KEY_HOLD_MS:250]'''&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.&lt;br /&gt;
'''&lt;br /&gt;
[KEY_REPEAT_MS:150]'''&lt;br /&gt;
&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
'''[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]'''&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
'''[MACRO_MS:15]'''&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
'''[RECENTER_INTERFACE_SHUTDOWN_MS:0]'''&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).&lt;br /&gt;
&lt;br /&gt;
'''[COMPRESSED_SAVES:YES]'''&lt;/div&gt;</summary>
		<author><name>Dibesh Durad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=178121</id>
		<title>v0.34:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=178121"/>
		<updated>2012-10-09T23:10:25Z</updated>

		<summary type="html">&lt;p&gt;Dibesh Durad: /* Default Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|20:33, 4 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''init.txt''' file can be used to make many adjustments to the game presentation and feel, like changing [[Technical tricks#Screen_sizes|screen size]], or enabling [[Tilesets]]. Other options that would [[Technical tricks|improve framerate]] by deactivating features are now contained in [[D_init.txt]].&lt;br /&gt;
&lt;br /&gt;
This file is located at '''Dwarf Fortress\data\init\init.txt''' along with the embark profiles, d_init.txt and other useful files.&lt;br /&gt;
&lt;br /&gt;
==Default Settings==&lt;br /&gt;
WARNING: Do NOT copy over the init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and tilesets from older DF&lt;br /&gt;
versions, but you should not copy anything else.  You should not, under any&lt;br /&gt;
circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:YES]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:YES]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:YES]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.&lt;br /&gt;
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:80]&lt;br /&gt;
[WINDOWEDY:25]&lt;br /&gt;
[FONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
You may disable window resizing if you wish.&lt;br /&gt;
[RESIZABLE:YES]&lt;br /&gt;
&lt;br /&gt;
Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:0]&lt;br /&gt;
[FULLSCREENY:0]&lt;br /&gt;
[FULLFONT:curses_800x600.png]&lt;br /&gt;
&lt;br /&gt;
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:&amp;lt;number&amp;gt;, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set.  Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.&lt;br /&gt;
&lt;br /&gt;
By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
On a multi-core machine none of this is very likely to matter; stick to 2D.&lt;br /&gt;
&lt;br /&gt;
2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.&lt;br /&gt;
&lt;br /&gt;
Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.&lt;br /&gt;
&lt;br /&gt;
[PRINT_MODE:2D]&lt;br /&gt;
	Mode examples:&lt;br /&gt;
	 PRINT_MODE:2D&lt;br /&gt;
	 PRINT_MODE:TEXT&lt;br /&gt;
	 PRINT_MODE:FRAME_BUFFER&lt;br /&gt;
	 PRINT_MODE:PARTIAL:0&lt;br /&gt;
[SINGLE_BUFFER:NO]&lt;br /&gt;
&lt;br /&gt;
Switches truetype on whenever the vertical tile size is this many pixels or larger.  You may also use YES/NO to force it on/off.  Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).&lt;br /&gt;
&lt;br /&gt;
[TRUETYPE:24]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
You may set FPS_CAP to 0 to make it uncapped.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.&lt;br /&gt;
&lt;br /&gt;
[ARB_SYNC:NO]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Use this to set how fast the game zooms.  The default corresponds to&lt;br /&gt;
increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[ZOOM_SPEED:10]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:250]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_MS:150]&lt;br /&gt;
&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]&lt;/div&gt;</summary>
		<author><name>Dibesh Durad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_aardvark&amp;diff=178120</id>
		<title>v0.34:Giant aardvark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_aardvark&amp;diff=178120"/>
		<updated>2012-10-09T22:59:52Z</updated>

		<summary type="html">&lt;p&gt;Dibesh Durad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Larger than an [[Aardvark]]. &lt;br /&gt;
&lt;br /&gt;
''Aardvarks were sponsored by the generous [http://bay12games.com/support.html contributions] of the Bay 12 community.''&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Dibesh Durad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=178119</id>
		<title>v0.34:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=178119"/>
		<updated>2012-10-09T22:39:37Z</updated>

		<summary type="html">&lt;p&gt;Dibesh Durad: /* Recipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:26, 22 August 2010 (UTC)}}{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is the best common metal for smithing [[weapon]]s and [[armor]]. Products made with steel have a very high value, equal to that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be smelted at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary Layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  Flux is used to remove carbon during the smelting process, while fuel (coke or charcoal) puts it back in. The end result is steel: iron with just the right amount of carbon in it.  The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers&lt;br /&gt;
* melting iron items brought by [[siege]]rs and [[trade]] caravans&lt;br /&gt;
* marble from [[metamorphic]] layers&lt;br /&gt;
* wood for making [[charcoal]] fuel&lt;br /&gt;
(Even if you find and use magma for your furnaces, you'll still need the fuel in the smelting process, so you'll be cutting down a tree and burning it to make charcoal for every unit of hematite you manage to scrounge up.)&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Steel production is fairly complex compared to the creation of other alloys. ''Important note'': in steelmaking, [[coke]] or [[charcoal]] is used as an ingredient, apart from powering the furnace with [[fuel]].  A conventional (non-magma) smelter will require additionally 1 unit of fuel to power itself in each reaction.&lt;br /&gt;
[[File:Steel.jpg|right|100px]]&lt;br /&gt;
The first step is '''to create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of [[iron]]&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of [[fuel]]&lt;br /&gt;
:*A power source (1 unit of fuel, or magma)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
The second step combines the pig iron with plain iron '''to produce steel''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of iron&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of fuel&lt;br /&gt;
:*A power source (1 unit of fuel, or magma)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*2 bars of steel&lt;br /&gt;
&lt;br /&gt;
The overall reaction consumes 2 bars of iron, 2 units of flux, and 2 units of fuel as ingredients (plus an extra 2 fuel at a conventional smelter for power). This produces 2 bars of steel.&lt;br /&gt;
&lt;br /&gt;
Remember that smelting [[iron]] [[ore]] also requires 1 unit of fuel at a conventional smelter, producing 4 bars of [[iron]], which translates to half a unit of additional fuel used in the recipe above (although you will need a full unit up front.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SteelChart.png|center|485px]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Dibesh Durad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=178118</id>
		<title>v0.34:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=178118"/>
		<updated>2012-10-09T22:36:39Z</updated>

		<summary type="html">&lt;p&gt;Dibesh Durad: /* Recipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:26, 22 August 2010 (UTC)}}{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is the best common metal for smithing [[weapon]]s and [[armor]]. Products made with steel have a very high value, equal to that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be smelted at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary Layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  Flux is used to remove carbon during the smelting process, while fuel (coke or charcoal) puts it back in. The end result is steel: iron with just the right amount of carbon in it.  The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers&lt;br /&gt;
* melting iron items brought by [[siege]]rs and [[trade]] caravans&lt;br /&gt;
* marble from [[metamorphic]] layers&lt;br /&gt;
* wood for making [[charcoal]] fuel&lt;br /&gt;
(Even if you find and use magma for your furnaces, you'll still need the fuel in the smelting process, so you'll be cutting down a tree and burning it to make charcoal for every unit of hematite you manage to scrounge up.)&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Steel production is fairly complex compared to the creation of other alloys. ''Important note'': in steelmaking, [[coke]] or [[charcoal]] is used as an ingredient, apart from powering the furnace with [[fuel]].  A conventional (non-magma) smelter will require additionally 1 unit of fuel to power itself in each reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:SteelChart.png|center|485px]]&lt;br /&gt;
The first step is '''to create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of [[iron]]&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of [[fuel]]&lt;br /&gt;
:*A power source (1 unit of fuel, or magma)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
The second step combines the pig iron with plain iron '''to produce steel''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of iron&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of fuel&lt;br /&gt;
:*A power source (1 unit of fuel, or magma)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*2 bars of steel&lt;br /&gt;
&lt;br /&gt;
The overall reaction consumes 2 bars of iron, 2 units of flux, and 2 units of fuel as ingredients (plus an extra 2 fuel at a conventional smelter for power). This produces 2 bars of steel.&lt;br /&gt;
&lt;br /&gt;
Remember that smelting [[iron]] [[ore]] also requires 1 unit of fuel at a conventional smelter, producing 4 bars of [[iron]], which translates to half a unit of additional fuel used in the recipe above (although you will need a full unit up front.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Steel.jpg|Steel dagger&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Dibesh Durad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=178117</id>
		<title>v0.34:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=178117"/>
		<updated>2012-10-09T22:35:45Z</updated>

		<summary type="html">&lt;p&gt;Dibesh Durad: /* Recipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:26, 22 August 2010 (UTC)}}{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is the best common metal for smithing [[weapon]]s and [[armor]]. Products made with steel have a very high value, equal to that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be smelted at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary Layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  Flux is used to remove carbon during the smelting process, while fuel (coke or charcoal) puts it back in. The end result is steel: iron with just the right amount of carbon in it.  The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers&lt;br /&gt;
* melting iron items brought by [[siege]]rs and [[trade]] caravans&lt;br /&gt;
* marble from [[metamorphic]] layers&lt;br /&gt;
* wood for making [[charcoal]] fuel&lt;br /&gt;
(Even if you find and use magma for your furnaces, you'll still need the fuel in the smelting process, so you'll be cutting down a tree and burning it to make charcoal for every unit of hematite you manage to scrounge up.)&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Steel production is fairly complex compared to the creation of other alloys. ''Important note'': in steelmaking, [[coke]] or [[charcoal]] is used as an ingredient, apart from powering the furnace with [[fuel]].  A conventional (non-magma) smelter will require additionally 1 unit of fuel to power itself in each reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:SteelChart.png|left|485px]]&lt;br /&gt;
The first step is '''to create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of [[iron]]&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of [[fuel]]&lt;br /&gt;
:*A power source (1 unit of fuel, or magma)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
The second step combines the pig iron with plain iron '''to produce steel''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of iron&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of fuel&lt;br /&gt;
:*A power source (1 unit of fuel, or magma)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*2 bars of steel&lt;br /&gt;
&lt;br /&gt;
The overall reaction consumes 2 bars of iron, 2 units of flux, and 2 units of fuel as ingredients (plus an extra 2 fuel at a conventional smelter for power). This produces 2 bars of steel.&lt;br /&gt;
&lt;br /&gt;
Remember that smelting [[iron]] [[ore]] also requires 1 unit of fuel at a conventional smelter, producing 4 bars of [[iron]], which translates to half a unit of additional fuel used in the recipe above (although you will need a full unit up front.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Steel.jpg|Steel dagger&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Dibesh Durad</name></author>
	</entry>
</feed>