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	<updated>2026-05-16T10:32:46Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=193038</id>
		<title>Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=193038"/>
		<updated>2013-09-29T03:37:44Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armok''', God of [[Blood]], is the name of the creator deity in the lore of the original [http://www.bay12games.com/armok/ Slaves to Armok: God of Blood], and the in-game explanation for that game's random world generation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Armok, the God of Blood, is just about the only constant in these chaotic random universes.  A general sense of conflict keeps Armok appeased - when the universe becomes too boring it is set on the anvil of creation to be reforged.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The destruction of the world by Armok will arise inevitably in most game worlds.  As civilizations spread and the frontier closes, the world will start to look homogeneous.  Armok, looking upon this decadence in disgust, will reform the world.  Basically, when the universe has become too boring, it will be changed.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Armok does not appear as a deity available for worshipping in Dwarf Fortress worlds, as his name is a throwback to the original &amp;quot;Slaves to Armok&amp;quot; and bears no direct relevance to Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
&lt;br /&gt;
The name of the Dwarven God comes from the variable &amp;quot;arm_ok&amp;quot;, which is from [[Toady One|Tarn Adams]]'s fantasy game, Dragslay. The variable was used to count the number of arms left, for inventory purposes. ([http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=2 Source])&lt;br /&gt;
&lt;br /&gt;
==Playable Armok Mod==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Copy this into any creature file in the raws, and play with your very own avatar of the God of Blood! Shoots fireballs, smites heretics with dragonfire, and slays mortal creatures with a single touch!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[CREATURE:ARMOK]&lt;br /&gt;
	[DESCRIPTION:The blood god is risen.]&lt;br /&gt;
	[NAME:avatar of armok:avatars of armok:avatar of armok]&lt;br /&gt;
	[TILE:'A'][COLOR:4:0:1]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOPAIN]&lt;br /&gt;
	[NOEMOTION][NOSTUCKINS][NOTHOUGHT][NOEXERT][NOFEAR][NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[PARALYZEIMMUNE][WEBIMMUNE]&lt;br /&gt;
	[NOT_LIVING][NO_AGING]&lt;br /&gt;
	[BUILDINGDESTROYER:2][NOT_BUTCHERABLE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2000]&lt;br /&gt;
	[SPEED:500]&lt;br /&gt;
	[CANOPENDOORS][CAN_LEARN]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[NO_CONNECTIONS_FOR_MOVEMENT]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[PREFSTRING:omnipotence]&lt;br /&gt;
	[FIREIMMUNE]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:16]&lt;br /&gt;
	[NATURAL_SKILL:BITE:16]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:16]&lt;br /&gt;
	[NATURAL_SKILL:MISC_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:AXE:16]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:16]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:16]&lt;br /&gt;
	[NATURAL_SKILL:MACE:16]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:16]&lt;br /&gt;
	[NATURAL_SKILL:CROSSBOW:16]&lt;br /&gt;
	[NATURAL_SKILL:SHIELD:16]&lt;br /&gt;
	[NATURAL_SKILL:ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGEOPERATE:16]&lt;br /&gt;
	[NATURAL_SKILL:BOWYER:16]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:BOW:16]&lt;br /&gt;
	[NATURAL_SKILL:BLOWGUN:16]&lt;br /&gt;
	[NATURAL_SKILL:THROW:16]&lt;br /&gt;
	[TISSUE:ADAMANTINE]&lt;br /&gt;
		[TISSUE_NAME:adamantine:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:touch of death]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:touch of death]&lt;br /&gt;
		[STATE_NAME:LIQUID:touch of death]&lt;br /&gt;
		[STATE_ADJ:LIQUID:touch of death]&lt;br /&gt;
		[STATE_NAME:GAS:touch of death]&lt;br /&gt;
		[STATE_ADJ:GAS:touch of death]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:curse of the blood god]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:ARMOK:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[CE_NECROSIS:SEV:1000:PROB:100:BP:ALL:START:30:PEAK:60:END:1200]&lt;br /&gt;
	[BODY_SIZE:0:0:250000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Hurl fireball]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
		[CDI:FLOW:FIREBALL]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:1]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Smite]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
		[CDI:FLOW:DRAGONFIRE]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:1]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:touch:touches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:ADAMANTINE]&lt;br /&gt;
	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then copy this into entity_default.txt to play as the Blood God Incarnate in adventure mode. Don't worry, they won't appear in fortress mode or worldgen... yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[ENTITY:CHEATER]&lt;br /&gt;
	[ADVENTURE_TIER:4]&lt;br /&gt;
	[INDIV_CONTROLLABLE]&lt;br /&gt;
	[CREATURE:ARMOK]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original creature design taken from GenericOverusedName on the Bay12 Forums. ({{f|45820.45}})&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=193037</id>
		<title>Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=193037"/>
		<updated>2013-09-29T03:37:32Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armok''', God of [[Blood]], is the name of the world-creating deity in the lore of the original [http://www.bay12games.com/armok/ Slaves to Armok: God of Blood], and the in-game explanation for that game's random world generation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Armok, the God of Blood, is just about the only constant in these chaotic random universes.  A general sense of conflict keeps Armok appeased - when the universe becomes too boring it is set on the anvil of creation to be reforged.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The destruction of the world by Armok will arise inevitably in most game worlds.  As civilizations spread and the frontier closes, the world will start to look homogeneous.  Armok, looking upon this decadence in disgust, will reform the world.  Basically, when the universe has become too boring, it will be changed.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Armok does not appear as a deity available for worshipping in Dwarf Fortress worlds, as his name is a throwback to the original &amp;quot;Slaves to Armok&amp;quot; and bears no direct relevance to Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
&lt;br /&gt;
The name of the Dwarven God comes from the variable &amp;quot;arm_ok&amp;quot;, which is from [[Toady One|Tarn Adams]]'s fantasy game, Dragslay. The variable was used to count the number of arms left, for inventory purposes. ([http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=2 Source])&lt;br /&gt;
&lt;br /&gt;
==Playable Armok Mod==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Copy this into any creature file in the raws, and play with your very own avatar of the God of Blood! Shoots fireballs, smites heretics with dragonfire, and slays mortal creatures with a single touch!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[CREATURE:ARMOK]&lt;br /&gt;
	[DESCRIPTION:The blood god is risen.]&lt;br /&gt;
	[NAME:avatar of armok:avatars of armok:avatar of armok]&lt;br /&gt;
	[TILE:'A'][COLOR:4:0:1]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOPAIN]&lt;br /&gt;
	[NOEMOTION][NOSTUCKINS][NOTHOUGHT][NOEXERT][NOFEAR][NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[PARALYZEIMMUNE][WEBIMMUNE]&lt;br /&gt;
	[NOT_LIVING][NO_AGING]&lt;br /&gt;
	[BUILDINGDESTROYER:2][NOT_BUTCHERABLE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2000]&lt;br /&gt;
	[SPEED:500]&lt;br /&gt;
	[CANOPENDOORS][CAN_LEARN]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[NO_CONNECTIONS_FOR_MOVEMENT]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[PREFSTRING:omnipotence]&lt;br /&gt;
	[FIREIMMUNE]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:16]&lt;br /&gt;
	[NATURAL_SKILL:BITE:16]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:16]&lt;br /&gt;
	[NATURAL_SKILL:MISC_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:AXE:16]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:16]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:16]&lt;br /&gt;
	[NATURAL_SKILL:MACE:16]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:16]&lt;br /&gt;
	[NATURAL_SKILL:CROSSBOW:16]&lt;br /&gt;
	[NATURAL_SKILL:SHIELD:16]&lt;br /&gt;
	[NATURAL_SKILL:ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGEOPERATE:16]&lt;br /&gt;
	[NATURAL_SKILL:BOWYER:16]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:BOW:16]&lt;br /&gt;
	[NATURAL_SKILL:BLOWGUN:16]&lt;br /&gt;
	[NATURAL_SKILL:THROW:16]&lt;br /&gt;
	[TISSUE:ADAMANTINE]&lt;br /&gt;
		[TISSUE_NAME:adamantine:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:touch of death]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:touch of death]&lt;br /&gt;
		[STATE_NAME:LIQUID:touch of death]&lt;br /&gt;
		[STATE_ADJ:LIQUID:touch of death]&lt;br /&gt;
		[STATE_NAME:GAS:touch of death]&lt;br /&gt;
		[STATE_ADJ:GAS:touch of death]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:curse of the blood god]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:ARMOK:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[CE_NECROSIS:SEV:1000:PROB:100:BP:ALL:START:30:PEAK:60:END:1200]&lt;br /&gt;
	[BODY_SIZE:0:0:250000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Hurl fireball]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
		[CDI:FLOW:FIREBALL]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:1]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Smite]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
		[CDI:FLOW:DRAGONFIRE]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:1]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:touch:touches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:ADAMANTINE]&lt;br /&gt;
	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then copy this into entity_default.txt to play as the Blood God Incarnate in adventure mode. Don't worry, they won't appear in fortress mode or worldgen... yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[ENTITY:CHEATER]&lt;br /&gt;
	[ADVENTURE_TIER:4]&lt;br /&gt;
	[INDIV_CONTROLLABLE]&lt;br /&gt;
	[CREATURE:ARMOK]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original creature design taken from GenericOverusedName on the Bay12 Forums. ({{f|45820.45}})&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=193036</id>
		<title>Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=193036"/>
		<updated>2013-09-29T03:33:51Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armok''', God of [[Blood]], is the name of the creator of the world in the lore of the original [http://www.bay12games.com/armok/ Slaves to Armok: God of Blood], and the in-game explanation for that game's random world generation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Armok, the God of Blood, is just about the only constant in these chaotic random universes.  A general sense of conflict keeps Armok appeased - when the universe becomes too boring it is set on the anvil of creation to be reforged.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The destruction of the world by Armok will arise inevitably in most game worlds.  As civilizations spread and the frontier closes, the world will start to look homogeneous.  Armok, looking upon this decadence in disgust, will reform the world.  Basically, when the universe has become too boring, it will be changed.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Armok does not appear as a deity available for worshipping in Dwarf Fortress worlds, as his name is a throwback to the original &amp;quot;Slaves to Armok&amp;quot; and bears no direct relevance to Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
&lt;br /&gt;
The name of the Dwarven God comes from the variable &amp;quot;arm_ok&amp;quot;, which is from [[Toady One|Tarn Adams]]'s fantasy game, Dragslay. The variable was used to count the number of arms left, for inventory purposes. ([http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=2 Source])&lt;br /&gt;
&lt;br /&gt;
==Playable Armok Mod==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Copy this into any creature file in the raws, and play with your very own avatar of the God of Blood! Shoots fireballs, smites heretics with dragonfire, and slays mortal creatures with a single touch!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[CREATURE:ARMOK]&lt;br /&gt;
	[DESCRIPTION:The blood god is risen.]&lt;br /&gt;
	[NAME:avatar of armok:avatars of armok:avatar of armok]&lt;br /&gt;
	[TILE:'A'][COLOR:4:0:1]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOPAIN]&lt;br /&gt;
	[NOEMOTION][NOSTUCKINS][NOTHOUGHT][NOEXERT][NOFEAR][NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[PARALYZEIMMUNE][WEBIMMUNE]&lt;br /&gt;
	[NOT_LIVING][NO_AGING]&lt;br /&gt;
	[BUILDINGDESTROYER:2][NOT_BUTCHERABLE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2000]&lt;br /&gt;
	[SPEED:500]&lt;br /&gt;
	[CANOPENDOORS][CAN_LEARN]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[NO_CONNECTIONS_FOR_MOVEMENT]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[PREFSTRING:omnipotence]&lt;br /&gt;
	[FIREIMMUNE]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:16]&lt;br /&gt;
	[NATURAL_SKILL:BITE:16]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:16]&lt;br /&gt;
	[NATURAL_SKILL:MISC_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:AXE:16]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:16]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:16]&lt;br /&gt;
	[NATURAL_SKILL:MACE:16]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:16]&lt;br /&gt;
	[NATURAL_SKILL:CROSSBOW:16]&lt;br /&gt;
	[NATURAL_SKILL:SHIELD:16]&lt;br /&gt;
	[NATURAL_SKILL:ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGEOPERATE:16]&lt;br /&gt;
	[NATURAL_SKILL:BOWYER:16]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:BOW:16]&lt;br /&gt;
	[NATURAL_SKILL:BLOWGUN:16]&lt;br /&gt;
	[NATURAL_SKILL:THROW:16]&lt;br /&gt;
	[TISSUE:ADAMANTINE]&lt;br /&gt;
		[TISSUE_NAME:adamantine:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:touch of death]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:touch of death]&lt;br /&gt;
		[STATE_NAME:LIQUID:touch of death]&lt;br /&gt;
		[STATE_ADJ:LIQUID:touch of death]&lt;br /&gt;
		[STATE_NAME:GAS:touch of death]&lt;br /&gt;
		[STATE_ADJ:GAS:touch of death]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:curse of the blood god]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:ARMOK:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[CE_NECROSIS:SEV:1000:PROB:100:BP:ALL:START:30:PEAK:60:END:1200]&lt;br /&gt;
	[BODY_SIZE:0:0:250000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Hurl fireball]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
		[CDI:FLOW:FIREBALL]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:1]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Smite]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
		[CDI:FLOW:DRAGONFIRE]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:1]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:touch:touches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:ADAMANTINE]&lt;br /&gt;
	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then copy this into entity_default.txt to play as the Blood God Incarnate in adventure mode. Don't worry, they won't appear in fortress mode or worldgen... yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[ENTITY:CHEATER]&lt;br /&gt;
	[ADVENTURE_TIER:4]&lt;br /&gt;
	[INDIV_CONTROLLABLE]&lt;br /&gt;
	[CREATURE:ARMOK]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original creature design taken from GenericOverusedName on the Bay12 Forums. ({{f|45820.45}})&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=158716</id>
		<title>v0.31:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=158716"/>
		<updated>2011-12-17T09:35:32Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: factual errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
A '''deity''' is the object of worship chosen by a creature. Deities are randomly generated during [[DF2010:World generation|worldgen]], and assigned different [[sphere]]s (the objects, creatures, concepts, etc. they are associated with).&lt;br /&gt;
&lt;br /&gt;
Worship and deities differ among races: [[Dwarves]] and [[Human]]s worship multiple deities, most of which are often depicted as their own race, though on occasion they may worship a deity that is depicted as an [[animal]] or [[vermin]]. [[Elves]] do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Each dwarf and many other creatures have one or more deities listed among their [[relationship]]s. In the case of your dwarves, you can see the degree of belief they profess (''&amp;quot;faithful worshipper&amp;quot;'', ''&amp;quot;casual worshipper&amp;quot;'', etc.). [[Fortress mode]] does not currently include priests or temples, but does include representations of dwarven deities in [[statue]]s, [[engraving]]s or [[figurine]]s (which were described in older versions of the game as &amp;quot;idols&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[Adventurer mode]], Human and Goblin towns include [[temple]]s inhabited by [[Priest]]s that may be dedicated to a deity. If the conversation option ''&amp;quot;Service&amp;quot;'' is used with any Priest, the deity will be added as an object of worship to the character's record, and it becomes possible to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Deity&amp;diff=158715</id>
		<title>v0.31 Talk:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Deity&amp;diff=158715"/>
		<updated>2011-12-17T09:32:06Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hm, it seems that normal creatures can change their deity, seriously this is the second dwarven god worshipped by goblins. SERIOUSLY, GOBLINS WORSHIPPING A DWARF GOD! [[http://df.magmawiki.com/index.php/File:Goblin_god.PNG]] --[[User:Niggy|Niggy]] 16:22, 11 June 2010 (UTC)&lt;br /&gt;
:That is most likely an instance of a goblin site having been taken over by a dwarven civilization. Those goblins either were born into the dwarven civilization or were otherwise a part of it. There's nothing special about dwarven gods there. [[User:G-Flex|G-Flex]] 09:32, 17 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Moreover, I had just encountered a Tortoise Brute (Forgotten Beast, obviously) in human town, WHO WAS WORSHIPED AS A DEITY. After a few &amp;quot;WTF&amp;quot; seconds I proceeded to kick the shit out of that brute (Armed with a crossbow and being a lawgiver of a town, mind you) and all the humans went nuts on me, so I had to kill all of 'em. Also, I saw one Bronze Colossus being a local god in some another town.&lt;br /&gt;
So, I became this world's Mario who defeated the Bowser?&lt;br /&gt;
:Yeah, and you wonder why all the Koopas in the town turned against you? --[[User:Egodeus|Egodeus]] 06:05, 7 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=152411</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=152411"/>
		<updated>2011-08-16T01:33:29Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: clarifying creature size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of {{L|water}}. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a {{L|megabeast}} will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes {{L|elephant}}s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* {{L|biome token}}&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|Purring maggot|maggot}} would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CLUTCH_SIZE&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|forgotten beast}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance (or possibly wait time until next trample) of trampling and killing grass when a creature steps on it. Delete the tag to make the creature never trample grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the body size to the average of the old body size and the target value. Unknown how it interacts with growth stages.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*{{L|time}}&lt;br /&gt;
*{{L|item token}}s&lt;br /&gt;
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body {{L|temperature}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* {{L|item token}}:subtype&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_EGGS&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
|&lt;br /&gt;
* {{L|item token}}&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| The species or caste is all male.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature mannerism token}}s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MODVALUE&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| Multiplies value of materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET &amp;lt;s&amp;gt;of the opposite sex&amp;lt;/s&amp;gt;(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE_DIVISOR&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| old guess: &amp;quot;The minimum/maximum numbers of how many of these creatures can show up on a map per year.&amp;quot;&amp;lt;br&amp;gt;Toady: &amp;quot;Pop number is the number per square of the region, I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token &amp;quot;follow its normal behavior, but flip out on occasion, higher rate = more flipping out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOUND&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See {{L|Speed}} for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TITAN&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|titan}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated {{L|demon}}s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be used for modder-defined creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill token}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Believed to be percent based (so 100 would be &amp;quot;normal&amp;quot;).  May be on same scale as weapon velocity (where 1000 is &amp;quot;normal&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_LAYER_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_OVER&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_LEAKS&lt;br /&gt;
|&lt;br /&gt;
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*VALUE (material)&lt;br /&gt;
*MATERIAL (material subtype)&lt;br /&gt;
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_CONNECTS&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_MAJOR_ARTERIES&lt;br /&gt;
|&lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Body detail plan token}}&lt;br /&gt;
*{{L|Body token}}&lt;br /&gt;
*{{L|Material definition token}}&lt;br /&gt;
*{{L|Syndrome}}&lt;br /&gt;
*{{L|Tissue definition token}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Size&amp;diff=152410</id>
		<title>v0.31:Size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Size&amp;diff=152410"/>
		<updated>2011-08-16T01:32:14Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &amp;quot;Size&amp;quot; is not a measure of mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:28, 18 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
How &amp;quot;big&amp;quot; the {{L|creature}} is, measured in cubic centimeters (which is roughly equal to one gram of mass for normal body materials).  '''Bodysize''' determines what kind of equipment a creature can wear, how much {{L|damage}} they can absorb, how much damage they can inflict in melee and how much is yielded from {{L|butcher}}ing.  Size is inherited through the genetics system.&lt;br /&gt;
&lt;br /&gt;
The average size set for a dwarf is 3000, 15000, 60000, being the sizes as a baby, child and adult respectively. Modified with height (short to tall) and broadness (thin to fat).&lt;br /&gt;
&lt;br /&gt;
Also, '''Size''' for items is also in centimeters cubed and (with {{L|material}}) determines the weight of items (e.g. iron mace weighs ~ 6.2kg, copper halberd ~ 10.7kg etc.) and, therefore determines inflicted damage.&lt;br /&gt;
&lt;br /&gt;
Changing this too much can lead to {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Size&amp;diff=152409</id>
		<title>v0.31 Talk:Size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Size&amp;diff=152409"/>
		<updated>2011-08-16T01:30:54Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* &amp;quot;Size&amp;quot; is not a measure of mass */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [BODY_SIZE:0:0:6000] [BODY_SIZE:1:168:30000] [BODY_SIZE:12:0:60000] &lt;br /&gt;
(This is from a troglodyte) &lt;br /&gt;
We have this numbers, but how big would be this creature? Is there any rule?--[[User:Niggy|Niggy]] 22:05, 10 June 2010 (UTC)&lt;br /&gt;
:Sizes are in grams, 60000 is 60 kg (132.3 pounds). Cats are 6kg, dogs 30kg, dragon under 25000 kg.&lt;br /&gt;
:Puny dragon takes 1000 years to grow to full size, 5-ton elephants grow to full size in real life in 15 years. --[[User:TomiTapio|TomiTapio]] 20:39, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finding Size In-game ==&lt;br /&gt;
Is there a menu I'm missing that lets you see the size of something? Is there any way to find size through their weight? [[User:Aussiemon|Aussiemon]] 15:50, 28 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Size&amp;quot; is not a measure of mass ==&lt;br /&gt;
&lt;br /&gt;
I tested it myself. Size does not measure mass; it measures volume, for both creatures and items. You can trivially test this yourself by editing the densities of tissue materials, and noting that a creature's mass changes as well despite its size being identical. [[User:G-Flex|G-Flex]] 01:30, 16 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=145737</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=145737"/>
		<updated>2011-04-13T22:39:56Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: removed dubious and erroneous information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
&lt;br /&gt;
'''This page recently underwent a major cleanup edit.  See the talk page for more info.'''&lt;br /&gt;
&lt;br /&gt;
:As the version is new, and we're still discovering bugs,  a lot of unverifiable information is going to get added to this thread.  It is recommended that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that others can discuss and document each bug on the discussion page.  Following confirmation of a bug with a specific description of what's occurring, the parenthetical can be removed.  &lt;br /&gt;
&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice on the embark screen.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
*Nobles demands cabinets in their room but cabinets cant be assigned to any dwarf&lt;br /&gt;
:Placing a cabinet into any other room the noble has already been assigned is counted towards the cabinets he has demanded. Same goes for armor stands, weapon racks and chests.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2015 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=13 Bug Tracker] -- '''Fixed''' in .31.19.&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:Bug is display only. Stats are based on the rock used. -- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. &lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!)&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573 Forum Link]&lt;br /&gt;
:Just means shell or bone are needed (possibly also skin, skull, hoof, tooth, horn)&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:I think it means rock blocks.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Seconded Most if not all figurines made in Fey moods become iron, despite the material used.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=93 Bug #93] and [http://www.bay12games.com/dwarves/mantisbt/view.php?id=359 bug #359] -- '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations {{bug|2806}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''{{L|Military|Main Military Page}}'''&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:{{L|Military/Guide}} -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* Marksdwarves use any assigned bolts for training, regardless of ammunition settings.  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=IRC&amp;diff=137379</id>
		<title>IRC</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=IRC&amp;diff=137379"/>
		<updated>2011-03-04T06:50:34Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* How to use IRC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:22, 8 August 2010 (UTC)}}&lt;br /&gt;
== About IRC ==&lt;br /&gt;
&lt;br /&gt;
The abbreviation IRC stands for Internet Relay Chat, a form of chat protocol. It is a text based communication method for multiple users at once. IRC networks are usually free to use by anyone and do not require any form of registration, only a nickname has to be set prior to connecting. The actual chatting takes place in channels which can usually be created or joined by any user.&lt;br /&gt;
&lt;br /&gt;
The common way to connect to the networks is to use special IRC-Clients such as [http://www.mirc.com mIRC] (shareware, waiting time at startup) or [http://www.xchat.org XChat] (freeware), but also many multiprotocol messengers like [http://www.miranda-im.org Miranda IM] or [http://www.trillian.im Trillian] or web browsers such as [http://www.opera.com Opera] support the IRC protocol. Another quick way to join the networks are using Java-based clients that can be used from any internet browser. For more information on how to use these programs to connect to an IRC network a quick internet-search usually results in many helpful tutorials. For more general information on IRC visit [http://en.wikipedia.org/wiki/Internet_Relay_Chat].&lt;br /&gt;
&lt;br /&gt;
== How to use IRC ==&lt;br /&gt;
&lt;br /&gt;
The currently most used IRC channels for Dwarf Fortress as of March 2010 are the official [irc://irc.newnet.net/bay12games #bay12games] channel on irc.newnet.net with around 90-110 users at any time ([http://irc2go.com/webchat/?net=NewNet&amp;amp;room=bay12games&amp;amp;nick=&amp;amp;name=Dwarf+Fortress+Wiki+User webchat]), [irc://irc.quakenet.org/dwarffortress #dwarffortress] on irc.quakenet.org with 80-90 users ([http://irc2go.com/webchat/?net=QuakeNet&amp;amp;room=dwarffortress&amp;amp;nick=&amp;amp;name=Dwarf+Fortress+Wiki+User webchat]) and [irc://irc.synirc.net #df] on irc.synirc.net with 40-50 users ([http://irc2go.com/webchat/?net=synIRC&amp;amp;room=df&amp;amp;nick=&amp;amp;name=Dwarf+Fortress+Wiki+User webchat]).&lt;br /&gt;
&lt;br /&gt;
Users with an @ in front of their name and staying at the top of the nick list are operators, they have to power to kick or ban misbehaving users. Any chat input that begins with a / is considere a special commands that is not sent to other users. &lt;br /&gt;
&lt;br /&gt;
The most commonly used commands are:&lt;br /&gt;
&lt;br /&gt;
 /nick &amp;lt;newnick&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to change your current nickname to the specified new nickname, provided that it is not used by another user.&lt;br /&gt;
&lt;br /&gt;
 /join #channelname&lt;br /&gt;
&lt;br /&gt;
to join a new channel on the current network. If there are no users on the specified channel it will be created.&lt;br /&gt;
&lt;br /&gt;
 /query &amp;lt;nickname&amp;gt;&lt;br /&gt;
 OR&lt;br /&gt;
 /msg &amp;lt;nickname&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to open a private communication window with the specified user or directly send a message without opening the window.&lt;br /&gt;
&lt;br /&gt;
== Some helpful hints about using IRC ==&lt;br /&gt;
&lt;br /&gt;
* A double-click on a nickname will open the query window (private chat) with the user on most client programs.&lt;br /&gt;
* Typing the beginning characters of a nickname and pressing Tab will autocomplete the nickname on most client programs. If there are multiple possible nicks cycle them with Tab.&lt;br /&gt;
* It is possible to connect to multiple networks at the same time. For mIRC the command to use is /server -m &amp;lt;server address&amp;gt;.&lt;br /&gt;
* Activating message timestamps in the options helps a lot for following the conversation.&lt;br /&gt;
* There are many good IRC tutorials available on the internet, just search for them.&lt;br /&gt;
* Most of the users online at any given time are idle or away from their computers. After you ask a question, be prepared to wait in excess of an hour for a response. This doesn't mean you're being ignored, its just a quirk of IRC. &lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Roc&amp;diff=137378</id>
		<title>v0.31:Roc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Roc&amp;diff=137378"/>
		<updated>2011-03-04T05:55:53Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:18, 17 February 2011 (UTC)}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Roc&lt;br /&gt;
|symbol=R&lt;br /&gt;
|color=7:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* Mountain&lt;br /&gt;
|valm=15&lt;br /&gt;
|wiki=Roc (mythology)&lt;br /&gt;
}}{{av}}&lt;br /&gt;
:''A bird of prey so large and ferocious it dwarfs many dragons. All beneath its mighty wings should fear the sky.''&lt;br /&gt;
&lt;br /&gt;
'''Rocs''' are gigantic flying [[:Category:Megabeasts|Megabeasts]]. Larger than all but the oldest of dragons, they grow to their adult size in only 20 years.&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
Rocs can be captured in cage traps and made as pets if you're lucky enough to catch one.  You need a {{L|dungeon master}} to tame a Roc, but if you can do it, you'll have a massively valuable pet. Rocs can also be trained as war or hunting animals at the {{L|kennel}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=137361</id>
		<title>v0.31:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=137361"/>
		<updated>2011-03-03T21:17:57Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: erroneous mead value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:08, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of {{L|dwarves}}; without it they will soon become {{L|thought|unhappy}}. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a favorite drink, selected at first from among the 4 types of alcohol made from underground {{L|crop}}s, but including drinks brewed from surface plants once dwarves have been exposed to those beverages.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, only two of which are available after embark.&lt;br /&gt;
*At {{L|embark}}, alcohol may be purchased with embark points.&lt;br /&gt;
*{{L|Trading|Traders}} that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third and most reliable method requires a {{L|brewer}}, a {{L|still}}, and a working {{L|farm plot}}. Most {{L|crops}} can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also {{L|Plant gathering|gather plants}} and brew them at a {{L|still}} in the same way you would with {{L|crops}}.&lt;br /&gt;
**Mead does not require any plants to be made, though it does require honey which is made through [[beekeeping_Industry|beekeeping]]&lt;br /&gt;
&lt;br /&gt;
==Variety==&lt;br /&gt;
:''He has been tired of drinking the same old booze lately.''&lt;br /&gt;
&lt;br /&gt;
Variety in booze keeps away unhappy thoughts, it also keeps dwarves drinking!&lt;br /&gt;
&lt;br /&gt;
For example, if Urist McThirsty drinks nothing but dwarven ale, he'll get unhappy and will stop drinking ale. This might clarify:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;'''Urist McThirsty:''' Bah, why do we have only ale?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McManager:''' Because we only have pig tails.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McThirsty:''' By my beard, Armok and all that's dwarvenly, until I find some booze other than ale, I shall drink nought but water, even if that means slowing this fortress to a grinding halt and causing the death of everyone in it!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McManager:''' ''(sotto voce)'' Armok's vomit-soaked beard! My entire species is insane.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McThirsty:''' Sorry, what was that? I couldn't hear you over the sound of these shattering masterpieces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
As dwarves are highly dependent on alcohol, a lack of booze over a prolonged period of time will result in a loss of {{L|speed}} in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thoughts]] from thirst.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Pig tail}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cave wheat}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sweet pod}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Plump helmet}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grown Outside ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sun berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Whip vine}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rope reed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Fisher berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Longland grass}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wild strawberry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bloated tuber}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Prickle berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rat weed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sliver barb}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Muck root}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Honey}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Egg&amp;diff=137095</id>
		<title>v0.31:Egg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Egg&amp;diff=137095"/>
		<updated>2011-02-26T06:42:42Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Eggs are laid by creatures with the {{L|creature token#L|LAYS_EGGS}} token.  This includes ordinary fowl and reptiles, and also some more exotic creatures such as {{L|giant eagle}}s, {{L|dragon}}s, {{L|kobold}}s, and many others.  Eggs can be used by dwarves as {{l|food}}, or they can be hatched.&lt;br /&gt;
&lt;br /&gt;
Egg laying animals will claim an empty {{L|Nest box}} if one is available.&lt;br /&gt;
&lt;br /&gt;
Males can also be modded to lay eggs successfully, although these may not hatch.&lt;br /&gt;
&lt;br /&gt;
== Hatching Conditions ==&lt;br /&gt;
&lt;br /&gt;
Hatching eggs requires that a male of the species be present (though this does not appear to guarantee fertilization) and that the dwarves are prevented from eating the egg before it hatches. Also, if the egg is taken out of the nest box but not eaten, it will not hatch.&lt;br /&gt;
&lt;br /&gt;
If the creature is part of an actual civilization, then the egg-laying female must also be married in order for her eggs to be fertilized.&lt;br /&gt;
&lt;br /&gt;
In short, egg fertilization has the same conditions as normal impregnation in the game.&lt;br /&gt;
&lt;br /&gt;
== Egg Composition ==&lt;br /&gt;
&lt;br /&gt;
It appears from tests that the material an egg is made out of is actually the shell; this includes meals made from the eggs.&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature&amp;diff=127902</id>
		<title>v0.31 Talk:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature&amp;diff=127902"/>
		<updated>2010-09-22T02:14:28Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Table==&lt;br /&gt;
I'm currently expanding this table [[User:Cpad|Cpad]] 10:10, 7 April 2010 (UTC)&lt;br /&gt;
:Great, please try to alphabetise it as you put things in though, as it will be harder to do so once it is fully populated. I would help, but I'm unsure how well having multiple people work on the same page at the same time would work. --[[User:Ramperkash|Ramperkash]] 17:23, 7 April 2010 (UTC)&lt;br /&gt;
:Make it sortable. Also, you might want to consider making diff articles for diff &amp;quot;categories&amp;quot; of creatures, so one table isn't just unwieldy. Those categories would have to be pulled from the RAW files, something in-game concrete - perhaps by biome, where they are found.--[[User:Albedo|Albedo]] 21:25, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They are organised by biome in the raws and we could do a bunch of tables based on those delineations but they're not hard and fast e.g. stingrays are in the ocean file but only 1 of their 7 biome tags is for oceans the rest are for rivers and lakes.&lt;br /&gt;
Also if anyone does want to help just post which of the raw files you want to do so we don't do the same thing twice and slot them in alphabetically when you're done.large mountain, fanciful, large ocean and domestic are complete and I'm currently working on large riverlake  [[User:Cpad|Cpad]]&lt;br /&gt;
:One of the uses of this table is to answer the question &amp;quot;what should I expect where I landed?&amp;quot;  Don't know if that's possible - would be nice if it were. (Possibly the job for other articles that do list creatures by biome).--[[User:Albedo|Albedo]] 18:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is everything in vanilla going to be listed here?  Specifically should I add Olmman? --[[User:StrongAxe|StrongAxe]] 15:34, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The table is far too wide for a single screen on a 17&amp;quot; monitor - you may be trying to include too much. While &amp;quot;description&amp;quot; is nice, I (as a player) would far rather know if they have the Predator token - maybe lead with that in that column if/when they do?  I strongly suggest losing the &amp;quot;juvenile&amp;quot; names column (almost pointless), and the &amp;quot;alignment&amp;quot; (since 99% are &amp;quot;neutral&amp;quot;, adding those that aren't to the top of Notes, and changing that column title to &amp;quot;Alignment/Notes&amp;quot;, so they'll be sortable to that end if desired. --[[User:Albedo|Albedo]] 18:30, 8 April 2010 (UTC)&lt;br /&gt;
::To that end, full tags like '[BIOME:OCEAN:TEMPERATE]' could easily be switched to a simple (and nicer to read) 'Temperate oceans.' --[[User:Retro|Retro]] 18:37, 8 April 2010 (UTC)&lt;br /&gt;
:::Agreed. More work on this table needs to be held off until a global approach to &amp;quot;creatures&amp;quot; is determined - which get their own article, what info is useful, etc. (Otherwise, it's just more work for a later editor.)  One suggestion has been made to break creatures down into their RAW categories (more or less) - &amp;quot;domestic animal&amp;quot;, &amp;quot;subterranean&amp;quot;, &amp;quot;tropical&amp;quot;, etc - since any game map that's Tundra based won't care much about giant desert scorpions, etc. &lt;br /&gt;
:::That would also avoid the [[creature]] vs [[creatures]] problem - the first article needing a definition of what a &amp;quot;creature&amp;quot; is and a discussion of how to read the Creature Object Data (which needs to be included with any useful discussion of a creature!), and the second being comments on actual creatures themselves.  One article on &amp;quot;Creature&amp;quot;, and then separate tables for (roughly) each RAW file category.--[[User:Albedo|Albedo]] 19:01, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd have to agree on how the page is being stretched way too far, especially in the biomes. I should add that, while I'm not one to enforce how people should add new creatures, I'd like to keep only biome information in the biome catagory and so on with all catagories. I ask that everyone should stop adding creatures until we sort out how we want to display the information. '''Edit:''' Also, if this page shows too many catagories I'd say we cut out the (in order of least to greatest importance) General Child Name, Notes, and Description catagories. This page shouldn't include so much detail that individual creature pages are almost useless, and I'll admit to going overboard on how much information is presented. Right now it is a pain to add creatures. '''Edit2:''' After giving it some thought I think I've come up with what might work. My idea is that there would be multiple tables placed under headlines in the article describing the type of creatures listed (Civilized Races, Megabeasts, etc.). The tables would include four categories describing the symbol, the name, where the creature is found (not necessarily biome tags), and alignment. We should discuss this further in the [[Template:CreatureCurrent table head]] article and make changes there until we're satisfied. --[[User:DUMBELLS|dUMBELLS]] 05:44, 9 April 2010 (UTC)&lt;br /&gt;
:A key part of the value of a table is comparison. Right now, it's a jumble, with &amp;quot;'''Blacktip shark'''&amp;quot; next to &amp;quot;'''Blind cave ogre'''&amp;quot; - not the most useful. If we use the same header, but break up the listings into discrete sub-tables (basing those loosely from the RAW's), the diff tables becomes much more organic and functional at that level - &amp;quot;Domestic Animals&amp;quot;, &amp;quot;Fresh Water&amp;quot;, &amp;quot;Salt Water&amp;quot;, &amp;quot;Underground&amp;quot;, &amp;quot;Temperate&amp;quot;, &amp;quot;Tropical&amp;quot;, &amp;quot;Tundra&amp;quot; - maybe a couple others, we have a something that is much more useful. A TOC directs readers to the sub-sections, and we're good.&lt;br /&gt;
:As for columns within the table(s), we should ask ''&amp;quot;What does this page want to offer that the individual creature articles won't/can't?&amp;quot;'' And again, I see that as: &amp;quot;immediate side-by-side comparison&amp;quot; - so we should only include things that are key for comparison, namely symbol, whether it's a predator/aggressive or not, &amp;quot;size&amp;quot; (if we can find that), whether it's a food source or not (some few won't be butcherable?), pet/mod value, perhaps some specifics on biome/alignment within the larger table category - and a final column slot for important notes (i.e. only something critical to know/be aware of, like fire-breathing or [[DF2010:Syndrome|syndrome]]-causing or webbing, etc) - and that's it. If the Reader wants a description, if they want specifics, each listing will be a link to the article.--[[User:Albedo|Albedo]] 06:44, 9 April 2010 (UTC)&lt;br /&gt;
::I agree, and I've made changes based on some of what you said. Edit further until you're satisfied. --[[User:DUMBELLS|dUMBELLS]] 14:33, 9 April 2010 (UTC)&lt;br /&gt;
:This is not how I would have done it - but it rocks! Way to use the Discussion page, then take charge and '''[[Dwarf_Fortress_Wiki:Community_Portal#B|Be Bold]]''' - Respect!  Carry on...--[[User:Albedo|Albedo]] 18:54, 10 April 2010 (UTC)&lt;br /&gt;
I'm honestly not sure I like the way the tables are set up right now. Having a different table for each biome means that there's a lot of redundant information, the information isn't necessarily precise (unless we have tables for every single BIOME token, and that would be silly), and it's no longer possible to make immediate side-by-side comparisons. With the single-table listing we had earlier, you could sort by things like value, size, and so forth, and that was handy. [[User:G-Flex|G-Flex]] 02:14, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How scary is a creature?==&lt;br /&gt;
 They die easily to a moderately equipped and trained squad of dwarfs. &lt;br /&gt;
Back in 40d, a creature's combat ability was largely determined by its size - bigger = scarier, and that was THE main consideration.  Even with the randomness of combat, some statements like the above could be made (altho' the above is particularly vague even for such).&lt;br /&gt;
Now... what do we have? I'm ''(think that I'm)'' seeing a &amp;quot;range&amp;quot; of sizes for a single creature:&lt;br /&gt;
 [BODY_SIZE:0:0:10000]&lt;br /&gt;
 [BODY_SIZE:1:0:50000]&lt;br /&gt;
 [BODY_SIZE:2:0:100000] &lt;br /&gt;
And for &amp;quot;attack damage&amp;quot;, we see another spectrum of possibilities&lt;br /&gt;
 [ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK] &lt;br /&gt;
   [ATTACK_SKILL:BITE]&lt;br /&gt;
   [ATTACK_VERB:bite:bites]&lt;br /&gt;
   [ATTACK_CONTACT_PERC:100]&lt;br /&gt;
   [ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
   [ATTACK_FLAG_EDGE]  &lt;br /&gt;
   [ATTACK_PRIORITY:MAIN]&lt;br /&gt;
   [ATTACK_FLAG_CANLATCH] &lt;br /&gt;
 [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
   [ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
   [ATTACK_VERB:snatch at:snatches at]&lt;br /&gt;
   [ATTACK_CONTACT_PERC:100]&lt;br /&gt;
   [ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
   [ATTACK_FLAG_EDGE]&lt;br /&gt;
   [ATTACK_PRIORITY:SECOND]&lt;br /&gt;
   [ATTACK_FLAG_WITH] &lt;br /&gt;
(This is all for an [[elk bird]], btw).  Anyone make starting to make heads/tails of any of this yet?--[[User:Albedo|Albedo]] 21:25, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Take a look at the annotated dwarf code [[DF2010:Annotated Dwarf Code|here]], anything that is not mentioned I have no clue about. To answer your question about size, the different body sizes mean how large the creature is at different times in it's life.--[[User:DUMBELLS|dUMBELLS]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing creatures ==&lt;br /&gt;
&lt;br /&gt;
Where are Yetis? Large white Y.&lt;br /&gt;
&lt;br /&gt;
Anyone can add missing creatures to the list, I encourage it. I will add the yeti though. --[[User:DUMBELLS|dUMBELLS]] 22:14, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:can whoever is expanding this point me to where I can help? [[User:Cpad|Cpad]] 09:10, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The animalman races section still needs work, along with all the above ground sections and the subterranean cavern section. --[[User:DUMBELLS|dUMBELLS]] 22:54, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Perhaps it would be better to replace pet value with multiply value since the former only comes into play when determining how happy pets make dwarves, whereas the latter pertains to how valuable meat, soap, leather and bones obtained from the creature will be.&lt;br /&gt;
&lt;br /&gt;
::::also should the depth at which cavern creatures are found be included in notes?[[User:Cpad|Cpad]] 11:29, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Noticed that Giant Desert Scorpion is missing. Will try to correct - Coaldiamond&lt;br /&gt;
&lt;br /&gt;
I believe troglodyte is missing, although there is a brief article for them elsewhere in the wiki&lt;br /&gt;
:There are currently '''sixty-eight''' creatures not listed. I've added them to a list at the top of the page so that people can properly categorize them. --[[User:Quietust|Quietust]] 22:04, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pet Value vs Multiply Value==&lt;br /&gt;
We'll have to see about replacing pet value with multiply value, maybe we could include both? I do think that underground depth would be a good thing to add however. --[[User:DUMBELLS|dUMBELLS]] 22:45, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hostile ==&lt;br /&gt;
Um, mountain goats are either entered wrong or the definition of hostile needs to be reworked. --[[User:Old Ancient|Old Ancient]] 00:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:hostility is currently being entered based on the possession of the [LIKES_FIGHTING] and [LARGE_PREDATOR] tags.but that doesn't seem right since it leaves almost all cavern creatures as non-hostile[[User:Cpad|Cpad]] 01:53, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There are a couple of non-hostile cavern creatures. Hostility is normally based on those two tags, but it should always say &amp;quot;Yes&amp;quot; if the creature kills dwarves on sight since that is what the reader is typically worried about. I did mess up on the mountain goat, thanks for correcting the mistake. --[[User:DUMBELLS|dUMBELLS]] 05:47, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
do mountain goats attack on sight? the mountain goat page needs fixing if they do&lt;br /&gt;
If creatures that lack both those tags will attack on sight then the only way we're going to be able to determine hostility is through in-game experience [[User:Cpad|Cpad]] 08:52, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They do not attack on sight, it was a mistake I made because I had undead mountain goats on my map. Right now the mountain goat's entry and page are both correct. Edit: To address your point I'd say that we just determine the creature's hostility through the tags [LIKES_FIGHTING] and [LARGE_PREDATOR] and then if any creatures are not marked hostile when they should be (or vice versa) people who have experience with the creature can correct it. --[[User:DUMBELLS|dUMBELLS]] 18:30, 17 April 2010 (UTC)&lt;br /&gt;
 people who have experience with the creature can correct it&lt;br /&gt;
::No. &amp;quot;Observational experience&amp;quot; is '''not''' the preferred source of information for this Wiki. Use the RAW tokens ''first'', and then, if personal observations seem to contradict those, discuss examples in a Talk section.  One player's experiences do not create &amp;quot;fact&amp;quot;, not in the sense this wiki wants to present it. &lt;br /&gt;
 that doesn't seem right since it leaves almost all cavern creatures as non-hostile&lt;br /&gt;
::There will be a diff between &amp;quot;hostile&amp;quot; and merely &amp;quot;a creature who attacks&amp;quot; (like carp in d40), and these tags define that diff. The default is &amp;quot;average&amp;quot; (no Token), which still attack, but at an &amp;quot;average&amp;quot; response level - that column should mark ''exceptionally'' hostile (and exceptionally passive/non-dangerous) creatures.  Just because a creature is not a Predator/etc. doesn't mean it's &amp;quot;non-hostile&amp;quot;.&lt;br /&gt;
::Also, we should determine what the diff is between LIKES FIGHTING and PREDATOR - for ''that'', observations (and possible experimentation in Arena mode) may be the only available source of information.  &lt;br /&gt;
::Lastly - PLEASE USE ''':''''s TO INDENT/DISTINGUISH NEW COMMENTS.  Thanks, --[[User:Albedo|Albedo]] 23:19, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every underground civ I came across in fortress mode was hostile. But after a failed attempt to catch them and the death of one of my dwarves, one of them became friendly. This is certainly a bug and may lead to a friendly civ (if they kill enough dwarves). --[[User:Niggy|Niggy]] 14:25, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Capitalization ==&lt;br /&gt;
We should come to an agreement on whether or not to capitalize words at the beginning of certain columns. Right now all the names are lowercase and everything else is capitalized, (besides the features of some creatures) which doesn't make very much sense. --[[User:DUMBELLS|dUMBELLS]] 02:43, 28 April 2010 (UTC)&lt;br /&gt;
:Edit: I'll just change the names and features to be capitalized. --[[User:DUMBELLS|dUMBELLS]] 04:15, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Breeding==&lt;br /&gt;
Do non-tame/wild creatures breed? Or get children? I want to know if I could start a &amp;quot;farm&amp;quot; with all those underground creatures that run into my traps. --[[User:Niggy|Niggy]] 10:19, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
Kobolds can trade? Is it a glitch or can it actually happen?&lt;br /&gt;
&lt;br /&gt;
==Automated==&lt;br /&gt;
I've been working on extracting the creature data electronically. See [[User:Ouroborus|my user page]] for the list. Discussion can, of course, go on [[User talk:Ouroborus|my discussion page]]. --[[User:Ouroborus|Ouroborus]] 05:47, 30 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=123358</id>
		<title>v0.31 Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=123358"/>
		<updated>2010-08-01T16:39:32Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice to have visual representation of the climates, now do we know the temperature range of each climate (in Fahrenheit and urists preferably)? This will help us further determine advantages/disadvantages of a site.&lt;br /&gt;
Of course an in-game thermometer script, for both kinds of game play and in the site finder, where it shows the seasonal temperatures, would be nice as well, if not totally doable.&lt;br /&gt;
- EricBlank&lt;br /&gt;
&lt;br /&gt;
== Alginment redirecrection ==&lt;br /&gt;
&lt;br /&gt;
Why does a search for 'alignment' direct me here? There is no information regarding alignment on this page. Seems like it should direct you to the Surroundings page. [[Special:Contributions/203.217.90.130|203.217.90.130]] 06:59, 20 June 2010 (UTC)&lt;br /&gt;
:Because Alignment in this game deals primarily with the kinds of creatures you will encounter and is a function of the biome more than anything else. [[User:Burlingk|Burlingk]] 08:32, 20 June 2010 (UTC)&lt;br /&gt;
::Yet the surroundings page deals directly with the effects of zone alignment, while this does not. By the way, the table regarding biomes at world generation on the 40d biome page has very useful information, should it be added to this table? Or added to one of the world generation pages perhaps?[[Special:Contributions/203.217.90.130|203.217.90.130]] 00:52, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Climate temperature ranges inaccurate ==&lt;br /&gt;
&lt;br /&gt;
I'm calling bullshit on the temperature ranges listed. I've generated plenty of worlds (usually when using strange temperature settings in worldgen) that have, say, cold temperate swamps, or warm tropical forests. I know for a fact that biomes can include temperatures outside the ranges listed, and personally believe there's a good chance that temperature doesn't affect biome creation at all except for rather specific ones (like tundra, glaciers, taiga, and deserts). [[User:G-Flex|G-Flex]] 04:38, 16 July 2010 (UTC)&lt;br /&gt;
:Yeah, you are right there '''are''' cold tropical forests an stuff like that, but they actually should not be. According to an [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 Interview] Toady gave quite a while ago, world creation does include temperature (as well as rainfall, elevation and drainage). And I don't think the creation of biomes has changed that much. Remember DF is still in development and the climate ranges in the table are just guidelines how the temperatures ''should be''. The world gen could also be bugged. I don't think toady wanted to have freezing tropical forests, because such things are just not possible. PS: I also took [[DF2010:Biome tokens]] into account to create this table. --[[User:Used|Used]] 06:54, 19 July 2010 (UTC)&lt;br /&gt;
::Honestly, it doesn't matter how things &amp;quot;should&amp;quot; be. The wiki is for how things actually are. Things would be very, very, very different if we had to pretend that the game were in a completely bug-free and quirk-free state while writing articles. It doesn't matter what Toady wants, what matters is what's actually in the game. Hell, we don't even know exactly what he did intend; all that article says is that temperature is taken into account. That's it. This article should be revised to reflect reality, although I'm not sure how best to go about this; I'd rather not remove the information entirely. In fact, since things like freezing jungles do exist, I have to wonder where you did get that information, and where the editor of [[DF2010:Biome tokens]] did, for that matter. How do you verify information that doesn't even present itself ingame correctly? There's something incredibly fishy going on here. [[User:G-Flex|G-Flex]] 16:39, 1 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Used&amp;diff=121741</id>
		<title>User talk:Used</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Used&amp;diff=121741"/>
		<updated>2010-07-17T07:09:13Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Biome article */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game data template==&lt;br /&gt;
I appreciate what you were trying to do, but the only way to get the template to behave requires fix widths.  I've rolled back your changes until I have a chance to look at it again to fix things.  Also, the changes you made break multiple other templates that include this template, which will all need to be fixed first before fixing this one. --[[User:Briess|Briess]] 09:26, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Ratings ==&lt;br /&gt;
&lt;br /&gt;
I understand what you mean by not just re-rating, but keep in mind most of the articles I'm re-rating are stone articles, which have been determined in the Quality talk to be worth an ≡Exceptional≡ rating if they have the necessary gamedata information.&lt;br /&gt;
&lt;br /&gt;
As for other articles I've rated, I also added to them in most cases. --[[User:Shadowfury333|Shadowfury333]] 08:21, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Biome article ==&lt;br /&gt;
&lt;br /&gt;
Check out the [[Biome]] talk page; you seem to have put up the biome data table, and there might be some issues with it, so I'd like feedback. [[User:G-Flex|G-Flex]] 07:09, 17 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=121627</id>
		<title>v0.31 Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=121627"/>
		<updated>2010-07-16T04:38:06Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Climate temperature ranges inaccurate */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice to have visual representation of the climates, now do we know the temperature range of each climate (in Fahrenheit and urists preferably)? This will help us further determine advantages/disadvantages of a site.&lt;br /&gt;
Of course an in-game thermometer script, for both kinds of game play and in the site finder, where it shows the seasonal temperatures, would be nice as well, if not totally doable.&lt;br /&gt;
- EricBlank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why does a search for 'alignment' direct me here? There is no information regarding alignment on this page. Seems like it should direct you to the Surroundings page. [[Special:Contributions/203.217.90.130|203.217.90.130]] 06:59, 20 June 2010 (UTC)&lt;br /&gt;
:Because Alignment in this game deals primarily with the kinds of creatures you will encounter and is a function of the biome more than anything else. [[User:Burlingk|Burlingk]] 08:32, 20 June 2010 (UTC)&lt;br /&gt;
::Yet the surroundings page deals directly with the effects of zone alignment, while this does not. By the way, the table regarding biomes at world generation on the 40d biome page has very useful information, should it be added to this table? Or added to one of the world generation pages perhaps?[[Special:Contributions/203.217.90.130|203.217.90.130]] 00:52, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Climate temperature ranges inaccurate ==&lt;br /&gt;
&lt;br /&gt;
I'm calling bullshit on the temperature ranges listed. I've generated plenty of worlds (usually when using strange temperature settings in worldgen) that have, say, cold temperate swamps, or warm tropical forests. I know for a fact that biomes can include temperatures outside the ranges listed, and personally believe there's a good chance that temperature doesn't affect biome creation at all except for rather specific ones (like tundra, glaciers, taiga, and deserts). [[User:G-Flex|G-Flex]] 04:38, 16 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=110297</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=110297"/>
		<updated>2010-05-16T07:47:32Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Downgrade from Fine to Tattered==&lt;br /&gt;
Now that xTatteredx has been implemented, all of the -Fine- articles which are definitely not fine should be downgraded. I suggest we all go through a letter of the alphabet from [http://df.magmawiki.com/index.php/Category:DF2010:Fine_Quality_Articles here] and rate all the articles properly. I've already done so for letters A and B... 24 more to go. If you have extra info to add, don't hold back.&lt;br /&gt;
&lt;br /&gt;
Go and rate!&lt;br /&gt;
&lt;br /&gt;
==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I just noticed the addition of &amp;quot;xTATTEREDx&amp;quot;. Now we have a brand new problem: There's absolutely nothing in between &amp;quot;poor&amp;quot; (tattered) and &amp;quot;good&amp;quot; (fine). We need something neutral. Poor - Neutral - Good - Great is a fine progression, but we don't have anything that sounds &amp;quot;neutral&amp;quot;.[[User:G-Flex|G-Flex]] 07:47, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality categories by version namespace==&lt;br /&gt;
&lt;br /&gt;
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)&lt;br /&gt;
:::::Looks great IMO, thanks!  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)&lt;br /&gt;
:::::My god, stats.  Stats everywhere!  I love it.  Well done. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 15:27, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There's no mention of the &amp;quot;Version:Quality&amp;quot; style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
::::I'd suggest not doing that.  Fine is currently the &amp;quot;bottom&amp;quot; rating.  We can that name if we want, but having to go back and change unrated to &amp;quot;new bottom rating&amp;quot; will be a lot of unnecessary work, imo.  Don't you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:50, 10 May 2010 (UTC)&lt;br /&gt;
:::::&amp;quot;Unrated&amp;quot; was '''not''' intended to be a &amp;quot;new bottom rating&amp;quot;, but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)&lt;br /&gt;
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article?  Seriously?  If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)&lt;br /&gt;
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore.  All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]].  I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)&lt;br /&gt;
:::I'll fix this.  Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:15, 12 May 2010 (UTC)&lt;br /&gt;
::::There are only 2!!! masterwork articles now for some reason. Don't know if the 3rd one deserved being downgraded or not, but this makes me kind of sad. We need to do something about all these &amp;quot;fine&amp;quot; articles which are anything but fine, and bump more-than-decent exceptional articles with some extra stuff to make them masterwork... guides maybe? I don't know. But I don't really like it. I'm trying to do stuff but I'm new (so I suck) and don't have time... the answer is for everyone to do small things and not let it to a few good members. --[[User:Speed112|Speed112]]&lt;br /&gt;
&lt;br /&gt;
== Criteria ==&lt;br /&gt;
&lt;br /&gt;
Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal: No ratings for 40d and 23a ==&lt;br /&gt;
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.&lt;br /&gt;
&lt;br /&gt;
We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps just alternate categories? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:48, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)&lt;br /&gt;
::This is now implmented, the &amp;quot;score&amp;quot; is DF2010 only.  Hohlenschreck, does this meet your ideas?  Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:30, 12 May 2010 (UTC)&lt;br /&gt;
:::I think this is fine --[[User:Höhlenschreck|Höhlenschreck]] 00:43, 14 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Real_World_Information&amp;diff=108565</id>
		<title>Dwarf Fortress Wiki talk:Real World Information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Real_World_Information&amp;diff=108565"/>
		<updated>2010-05-11T23:47:04Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
I am for the inclusion of Real World information, and never expect me to come back here and make any replies because there's no &amp;quot;I'm watching this thread&amp;quot; option.--[[User:Draco18s|Draco18s]] 23:28, 11 May 2010 (UTC)&lt;br /&gt;
:Click &amp;quot;watch&amp;quot; at the top of the page. [[User:Sizik|Sizik]] 23:32, 11 May 2010 (UTC)&lt;br /&gt;
:: This is a damn good example of why people need to not have excessively strong kneejerk reactions to things. In this case: Getting mad about something you don't like because it's new to you and you don't understand it, instead of trying to figure out if maybe it can do what you need it to (which in this case, it can). [[User:G-Flex|G-Flex]] 23:34, 11 May 2010 (UTC)&lt;br /&gt;
: I also agree with real world information, it helps make connections in the brain and besides building on your general knowledge, it also makes you remember it easier. Also pictures help you visualize things in the game which 1. Develop your imagination and 2. Make the game more enjoyable. At least in my opinion.&lt;br /&gt;
:Even so, I see no reason why not to add real-world information. Yes, it may not be accurate with what is in the game, but if you specify that it is from real life it shouldn't be a problem. (It also helps fill in a bit of those stone/gem pages) --[[User:Speed112|Speed112]] 23:43, 11 May 2010 (UTC)&lt;br /&gt;
::A point made earlier that we need to consider: there is some necessity to separate out factual information from in game information in a consistent and clean manner, so it's obvious that some property only applies to real life and not to the game itself. --[[User:Briess|Briess]] 23:46, 11 May 2010 (UTC)&lt;br /&gt;
It's my understanding that the consensus reached by the forum thread (or the closest to it) was that real-world information can be useful as long as it's distinct enough on the page from the in-game information. Not that this is necessarily going to be the consensus here or anything, but I think that works fine. The &amp;quot;factual&amp;quot; template seems like a good idea, although there have been some issues with its formatting/placement on the page. [[User:G-Flex|G-Flex]] 23:47, 11 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Real_World_Information&amp;diff=108559</id>
		<title>Dwarf Fortress Wiki talk:Real World Information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Real_World_Information&amp;diff=108559"/>
		<updated>2010-05-11T23:34:05Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
I am for the inclusion of Real World information, and never expect me to come back here and make any replies because there's no &amp;quot;I'm watching this thread&amp;quot; option.--[[User:Draco18s|Draco18s]] 23:28, 11 May 2010 (UTC)&lt;br /&gt;
:Click &amp;quot;watch&amp;quot; at the top of the page. [[User:Sizik|Sizik]] 23:32, 11 May 2010 (UTC)&lt;br /&gt;
:: This is a damn good example of why people need to not have excessively strong kneejerk reactions to things. In this case: Getting mad about something you don't like because it's new to you and you don't understand it, instead of trying to figure out if maybe it can do what you need it to (which in this case, it can). [[User:G-Flex|G-Flex]] 23:34, 11 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:G-Flex&amp;diff=96972</id>
		<title>User talk:G-Flex</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:G-Flex&amp;diff=96972"/>
		<updated>2010-04-21T20:05:40Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=96675</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=96675"/>
		<updated>2010-04-21T05:56:09Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: removed outdated reference to deadly fish&lt;/p&gt;
&lt;hr /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] &amp;lt;small&amp;gt;''(recent)''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Your first fortress]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''*&amp;amp;nbsp;[[Video tutorials]]&amp;amp;nbsp;*'''       &lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&amp;amp;nbsp;* &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Starting build]]s&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
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| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
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| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
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[[Category:Wiki]]&lt;br /&gt;
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[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=96580</id>
		<title>User talk:VengefulDonut</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=96580"/>
		<updated>2010-04-21T03:20:56Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Material inclusions for the stone infobox template */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.&lt;br /&gt;
* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extension request ==&lt;br /&gt;
&lt;br /&gt;
Ok, I'll see about getting all three of those installed this weekend then. [[User:Briess|Briess]] 14:52, 16 September 2009 (UTC)&lt;br /&gt;
: All three of the extensions you listed seem to either cause PHP to die a horrible death or are incompatible with ParserFunctions.  Are there any other extensions that fulfill the same purpose?  I'll look into what I can do to make the extensions you listed work, but I'm no PHP guru. --[[User:Briess|Briess]] 01:10, 27 September 2009 (UTC)&lt;br /&gt;
::After an extreme period of laziness, I would like to direct your attention to [[:Special:Version]] (I installed the extension you requested.  Sorry about the delay :V) --[[User:Briess|Briess]] 11:49, 8 October 2009 (UTC)&lt;br /&gt;
::: I'll look into what I need to do to update the number of regex evaluations first thing tomorrow morning. Any specific number you're looking for? --[[User:Briess|Briess]] 04:29, 11 November 2009 (UTC)&lt;br /&gt;
:::: It's a bit more complex than I had hoped to increase the regex evaluations limit; I'll have to spend more time on this tomorrow to get it working. --[[User:Briess|Briess]] 03:22, 12 November 2009 (UTC)&lt;br /&gt;
::::: I got several of the random limits increased that deal with this, but I'm possibly missing a few other random template limits that may later become an issue.  If they do, just let me know. --[[User:Briess|Briess]] 06:47, 16 November 2009 (UTC)&lt;br /&gt;
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== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Hrm, ok.  Do you happen to have a copy of the favicon image somewhere?  I couldn't find it in the copy I received of the wiki. [[User:Briess|Briess]] 18:56, 17 September 2009 (UTC)&lt;br /&gt;
:I don't think I had a valid favicon, I just had an empty file to remove all the 404 errors. --[[User:Senso|Senso]] 14:13, 18 September 2009 (UTC)&lt;br /&gt;
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== Internal Error when submitting screenshot ==&lt;br /&gt;
&lt;br /&gt;
Hey Donut, I saw your name on the screenshot template page so I hope you're the right person to talk to!  When I try to upload an image, I'm getting an Internal Error reading &amp;quot;The upload directory (public) is not writable by the webserver.&amp;quot;  What do I do?  --[[User:KenboCalrissian|KenboCalrissian]] 13:31, 18 September 2009 (UTC)&lt;br /&gt;
:[[User:Briess|Briess]] is the new server admin. --[[User:Senso|Senso]] 14:14, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Russian Interwiki ==&lt;br /&gt;
&lt;br /&gt;
Do you happen to have the webserver address for the russian wiki?  I wasn't able to recover that from the db dumps when I took over the wiki, unfortunately. --[[User:Briess|Briess]] 06:35, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RE: Ads ==&lt;br /&gt;
&lt;br /&gt;
You might be interested in looking into Firefox and AdBlockPlus. Had no idea the new host even had ads on the pages until I noticed your post in the current events. (After coming from a very long forced vacation, admittedly.) -[[User:N9103|Edward]] 21:42, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wagn ==&lt;br /&gt;
&lt;br /&gt;
Other than server maintainability (I'll be able to drop the PHP stack on the dfwiki backend server); the big three are:&lt;br /&gt;
*Uptime.  I'm sick (and I'm sure others are sick of it too) of getting an email at 3:30 in the morning from the server saying that PHP has crashed. Again.  because of one of many known mediawiki bugs.&lt;br /&gt;
*Wagn offers much more extensive inter relational features for articles (cards).&lt;br /&gt;
*End users can directly modify HTML for layouts and looks of pages.&lt;br /&gt;
--[[User:Briess|Briess]] 20:38, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf Fortress Wiki:Versions]] ==&lt;br /&gt;
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think.  Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:== What about &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;[[Template:version|version]]&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;? ==&lt;br /&gt;
&lt;br /&gt;
Did you have something like this in mind? [[:category:version]] [[template:version]] (: [[User:VengefulDonut|VengefulDonut]] 21:32, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I did see that before and I think that's awesome as notes about particular items in an article, but it doesn't quite bring us to the two goals I hoped for [[Dwarf Fortress Wiki:Versions|here]].  It informs users about a statement but because of the difficulty (and undesirability) of labeling every statement in an article I think a single template per article can bring something different to the table.  I hope you don't mind but I copied your comment and my response to the [[Dwarf Fortress Wiki talk:Versions|versions talk page]] so others can contribute to this and expand on it. [[User:Mason11987|Mason11987]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:38, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Could you drop by and comment on &amp;quot;consensus&amp;quot; again? [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki_talk:Versions#Consensus.3F] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:32, 8 March 2010 (UTC)&lt;br /&gt;
:Right, but the goal as I understood it is to maintain a persistent archive of old material, which would require a copy of every page as eventually something will be affected.  As per the double redirect situation, I'll be working on that tonight. --[[User:Briess|Briess]] 02:12, 8 March 2010 (UTC)&lt;br /&gt;
::Unfortunately, no, there's no way for me to just copy the pages.  I figure that we move everything to 40d, have the main namespace redirect there, and once we have to edit an article, edit the redirect to become an article again.  Eventually, every article will probably be edited in some way, shape, or form and thus will need to be moved out anyways. --[[User:Briess|Briess]] 02:16, 8 March 2010 (UTC)&lt;br /&gt;
:::Doing so greatly increases the server resources required to serve up both wikis.  This only increases disk space usage, which is nearly limitless.  --[[User:Briess|Briess]] 02:21, 8 March 2010 (UTC)&lt;br /&gt;
:::: Re: [[:Category:Creatures]] : awwww, fuck. --[[User:Briess|Briess]] 23:05, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slightly Annoyed ==&lt;br /&gt;
&lt;br /&gt;
 Being a furry is not &amp;quot;who you are&amp;quot;. It's an association people make by choice. Unlike race and gender, it's not genetically coded into you. &lt;br /&gt;
 Unlike religion, it's not fueled by deep rooted conviction. It's an arbitrary and ultimately meaningless label that people can choose either to attach &lt;br /&gt;
 or not attach to themselves on a whim. VengefulDonut 00:11, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Considering the application has been accepted, and my responding to you there would break the conversation on that page, I'll respond here. (A little late, I suppose) &amp;quot;Who you are&amp;quot; is defined by a LOT more than just the genetic coding that went into making you. Your personality and opinions are shaped by the actions of your environment upon you as you develop. (Your environment includes other people) A person, who they are, is defined by their actions. I am an artist, not because my blood says I am, but because I got bored in school and drew so much I just happened to get good at it and kept going. My brother is a musician because he likes women and music is good at attracting them, but he's become quite involved in the music scene itself, unrelated to his initial goal. &amp;quot;Who you are&amp;quot; is different from &amp;quot;What you are&amp;quot;. --Kydo 14:10, 5 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I will allow your definition of terms. In this context, my argument would become that discrimination based on &amp;quot;who you are&amp;quot; rather than &amp;quot;what you are&amp;quot; is acceptable. &lt;br /&gt;
:You didn't even have do all that work to make me allow that. I will use words with whatever meaning you want the words to have, as long as we both know what the meaning is. If necessary, I can just make up a new word to fill the gap of the word you redefined. (: [[User:VengefulDonut|VengefulDonut]] 01:12, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, this is a pretty basic concept at the moment, dude. The whole nature versus nurture issue of what defines us as people. It's part of that weird overlap between experimental psychology and philosophy. These days most people pretty much agree that who you grow up to become is heavily influenced by your experiences in life, with genetics only holding a foundation which defines how you are most likely to react to certain things at a face value. Like, disliking certain flavors is caused by how your brain processes that information, not your experiences. --Kydo 13:54, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not what you know, but who you know...==&lt;br /&gt;
 But I can't remove &amp;lt;nowiki&amp;gt;{{mod}}&amp;lt;/nowiki&amp;gt; from it because it's locked&lt;br /&gt;
Hey! Good catch - done. And any time see a need for something, absolutely, no problem, just lemme know. (I assume you didn't RA because of time/energy, obviously not b/c of qualification or interest.)--[[User:Albedo|Albedo]] 20:29, 12 March 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
btw - you don't think the [[Modding Guide]] deserves that category and warning template? I'd think that is the essence of what that's for, no?--[[User:Albedo|Albedo]] 20:44, 12 March 2010 (UTC)&lt;br /&gt;
 The article is about how to make mods, not about particular mods&lt;br /&gt;
:Sure, but that template does more than label a mod as such. It does (at least) two other things that are directly related - first, it's a (friendly) warning, which is not out of place on that page imo, and it also adds that page to the &amp;quot;modding&amp;quot; category, which is again approp. --[[User:Albedo|Albedo]] 20:55, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010 ==&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;it feels good to spread it&amp;quot;?  I'm &amp;quot;proud&amp;quot;?, Wow... haha.  I named an article something succinct and people continue to use it.  It isn't some ego high I get when I see other people use it as you seem to be suggesting, although I find that hilarious.&lt;br /&gt;
:The reality is that people will put things in the wiki and they need to use SOME word/phrase/term to refer to the upcoming version of DF, and &amp;quot;The upcoming version of DF&amp;quot; doesn't exactly have the kind of ring to it that people would use.  Having them all use the same name for it makes it substantially easier to search for and update then thousands of phrases like &amp;quot;the next version&amp;quot;, &amp;quot;post-40d&amp;quot; &amp;quot;the upcoming version&amp;quot;, &amp;quot;the yet-to-be-released version&amp;quot;.  Basically people WILL make references to the next version in this wiki as long as information exists about it, and having them all use the same name (even if it isn't accurate) is certainly more helpful then everyone using whatever name they choose.  I'm skeptical there will be another major release version (that we will have in it's own namespace) in 2010 anyways.  Basically I disagree with your assessment of the harm I've done, and I disagree with your assessment that I get some kind of pleasure out of people using some random name, but I'm glad you took my joke on the versions talk page so seriously. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:59, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I re-read your memssage a few times and I suppose I could have taken it in a different manner and so I removed my last message.  It appears that after your initial assumption about my intentions it was hard for me to AGF with regard to you.   &lt;br /&gt;
:::I still disagree with your concern about the use of the name, and I disagree that we should encourage people not to use that name.  A single name now is better then no name, and that one has already stuck.  If we can replace it with the real name later then so be it but I don't think the use of the name should be cause for concern.&lt;br /&gt;
&lt;br /&gt;
== Re: Bot Edit Request ==&lt;br /&gt;
&lt;br /&gt;
I was already planning to do that, the way I want to do it is just a little more involved than previous scripts. I want it to change them if they're non-namespace links, and then if the page has any red links after the change, to add {{tl|Red link}} to the top, so that we have a nice way to find what redirect chains need to be fixed. It's the second half of this that's a little trickier than just going through and changing them. [[User:Emi|Emi]] 18:51, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Names ==&lt;br /&gt;
&lt;br /&gt;
Article names only with the first word capitalised? I'm assuming this is the rule you were quoting: &amp;quot;Naming: The titles of new pages should be singular nouns, with only the first word capitalized. Example: Screw pump, Metalsmith's forge, Gear assembly.&amp;quot; The next sentence was &amp;quot;Exceptions are proper nouns and terms that are always plural.&amp;quot; I am fully aware of this convention, and always attempt to follow it. The only articles I can think of where I capitalised more that the first word were proper nouns. --[[User:Eagle0600|Eagle0600]] 01:17, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mineral template ==&lt;br /&gt;
&lt;br /&gt;
Wow, that's neat. I just made one minor tweak to not make it list everything as &amp;quot;layers&amp;quot; since, well, only layer stones are layers. I'm not quite sure how those templates work, but it would probably suffice to have it only append &amp;quot;layers&amp;quot; if it's an ENVIRONMENT token (as opposed to ENVIRONMENT_SPEC which can be a layer stone, a large cluster, a vein, or even a small cluster). --[[User:Quietust|Quietust]] 23:43, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hehehe. I was just considering whether to comment on your page about that same issue. I guess we're on the same page :) [[User:VengefulDonut|VengefulDonut]] 23:45, 9 April 2010 (UTC)&lt;br /&gt;
::Just noticed that the environment links (i.e. stone types or layer types) aren't being reinterpreted into the current namespace. I'm not even going to try fixing the template, since it's highly likely I'd just break it. --[[User:Quietust|Quietust]] 00:19, 10 April 2010 (UTC)&lt;br /&gt;
:::Ah. Oops. I'll nab that next. [[User:VengefulDonut|VengefulDonut]] 00:20, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aquifer Breach ==&lt;br /&gt;
&lt;br /&gt;
Any word on getting part 5 up? I noticed it's still not up, but there's no info as to it getting remade/abandoned either. --[[User:N9103|Edward]] 14:11, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Link format==&lt;br /&gt;
I noticed your corrections to the trap design article. Is there a functional difference between the two methods of linking, or is just a cosmetic thing? The auto-format box uses brackets. If that is incorrect, I'd love to know so I can work within the system in the future. Thanks! [[User:JohnnyMadhouse|JohnnyMadhouse]] 14:49, 13 April 2010 (UTC)&lt;br /&gt;
:Thanks! I will keep that in mind in the future. [[User:JohnnyMadhouse|JohnnyMadhouse]] 15:14, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Raw Templates ==&lt;br /&gt;
&lt;br /&gt;
These raw templates seem to be quite versatile, automatically adapting to changes. I was thinking that it might also be nice for them to support previous versions, if only to easily improve the consistency of pages in the 40d namespace and also simplify importing 23a data (for the stuff that's actually '''in''' the raws, anyways). Given that older versions used different raw filenames (and the fact that some raws, such as Creatures, are split across multiple files), it might be useful to choose some reserved page names that will contain '''all''' of the relevant raws from a particular version, whether by copy/paste or by transcluding each individual raw file from its own page (assuming that won't cause its own problems). Opinions? --[[User:Quietust|Quietust]] 18:01, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material inclusions for the stone infobox template ==&lt;br /&gt;
&lt;br /&gt;
The infoboxes for stone types, in the old version's wiki pages, included what minerals/gems could be found within that stone. Would it be possible to add this functionality for the new templates? I know it's less straightforward than the material properties, but I imagine it could still be automated. [[User:G-Flex|G-Flex]] 03:20, 21 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=64266</id>
		<title>40d:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=64266"/>
		<updated>2010-03-01T22:18:09Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Statues are [[buildings]] which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made using one [[stone]] at the [[mason's workshop]], one bag of [[sand]] at a [[glass furnace]], or three bars of [[metal]] of the same type at a [[metalsmith's forge]] (via the [[Blacksmith|blacksmithing]] [[labor]]).&lt;br /&gt;
&lt;br /&gt;
Statues have a [[item value|base value]] of 25, compared to 10 for all other types of furniture.  This makes them a good choice for raising the value of [[room]] &amp;amp;mdash; to create a legendary dining room, for instance, or to meet [[noble]]s' requirements for rooms of a certain value.  The final value of a statue can vary greatly depending on its [[quality]] and [[material]]; a no-quality regular stone statue is worth only 25☼, whereas a masterpiece platinum statue is worth 12,000☼.&lt;br /&gt;
&lt;br /&gt;
You can create a [[sculpture garden]] from a statue's {{k|q}}uery menu. Dwarves will spend time at a statue garden appreciating the statues (which generates a happy [[thought]]) and may even organize parties there.  For the purposes of building appreciation, it is the quality of the statue, not its overall value, that is important: a masterpiece stone statue will generate a happier thought than a base-quality platinum one.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot move through the same square they occupy. (This will also prevent dwarves from [[smoothing]] or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress.&lt;br /&gt;
&lt;br /&gt;
==Ore-based statues==&lt;br /&gt;
For certain types of ore, it is more efficient in terms of [[value]] and time spent to make statues from ore rather than to smelt the ore and create a statue out of the metal. [[Silver]], [[gold]], [[platinum]], and [[aluminum]] statues, especially, should be made from raw [[ore]] instead of smelted [[bar]]s (for instance, native gold instead of gold bars). Ore is treated as a type of [[stone]], and making a statue out of it only requires one unit of ore at a [[mason's workshop]], versus three bars at a [[metalsmith's forge]] plus [[fuel]]. Some ores (such as those listed) have the same [[material value]] as the metal smelted from them, such as the ones listed above. A statue made from such an ore has the same value as one made from the metal, and it is easier to get a high-skill [[mason]] than a high-skill [[blacksmith]], further increasing the reasoning for ore-based statues. Other ores may seem to be not a good choice if the resulting alloy is [[Metal#List of metals|considerably more valuable]] than the base metals, but the 3:1 difference in materials consumed would not even be balanced by skill between the crafters (which at most could create a 2:1 quality value difference). Sometimes, however, this is not true; for instance, [[Sphalerite]] (zinc) and [[Malachite]] (copper) each have a material value of 2, whereas brass has a material value of 7, making up for the tripled material usage in crafting metal statues. Also, there may be occasions where the quality of a single statue matters more than total value created (e.g. limited space in a room, less hauling/stockpile usage).&lt;br /&gt;
&lt;br /&gt;
However, a dwarf's good [[thought]]s do not come directly from value, but from perceived [[quality]] of items they encounter, and that quality can be affected by their [[preference]]s.  Stone and metal [[preference]]s are separate, and listed in that order (ore first, metal second). It's possible for a dwarf to have a fondness for native aluminum ore but be unimpressed by that metal, and likewise a dwarf who prefers the metal won't be extra-satisfied by a statue carved from the ore.  So, if a dwarf's preference is for a metal rather than an ore, or a mandate calls for it, and that's your goal, there is no substitute.&lt;br /&gt;
&lt;br /&gt;
By default, ore is reserved for use for [[smelting]].  To lift this restriction, press {{k|z}}, then go to &amp;quot;stone&amp;quot; and enable (make green) whichever ore(s) you wish to use.  To get your mason to use the ore, it must be the nearest type of stone to the mason's workshop.  This technique can also be used to make high-value ore-based stone [[craft]]s at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
==Statues versus mechanisms==&lt;br /&gt;
As an alternative to building statues to increase a room's value, you can use [[mechanism]]-based structures such as [[gear assemblies]] and [[lever]]s, which have a base value of 30, versus 25 for statues.  An additional advantage is that these structures, unlike statues, do not block the passage of dwarves.  And levers are useful for, you know, controlling stuff. Be careful exactly what you control, though. You wouldn't want to go to the trouble of boosting up the value of the Duke's room just for him to be mesmerized by his diamond-encrusted masterwork lever, pull it, and blunder into some sort of [[unfortunate accident]], now would you?&lt;br /&gt;
&lt;br /&gt;
To build high-quality levers and gear assemblies, you will need to make high-quality mechanisms, which requires a [[mechanic]] instead of a [[mason]].  By using the techniques detailed in ore-based statues, above, you can make very high-value mechanisms out of ore.  (Unfortunately, this technique cannot be used to make [[magma-safe]] mechanisms from the ore of a magma-safe metal, as ores have a different melting point than metals.)&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=64265</id>
		<title>40d:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=64265"/>
		<updated>2010-03-01T22:17:10Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Ore-based statues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Statues are [[buildings]] which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made using one [[stone]] at the [[mason's workshop]], one bag of [[sand]] at a [[glass furnace]], or three bars of [[metal]] of the same type at a [[metalsmith's forge]] (via the [[Blacksmith|blacksmithing]] [[labor]]).&lt;br /&gt;
&lt;br /&gt;
Statues have a [[item value|base value]] of 25, compared to 10 for all other types of furniture.  This makes them a good choice for raising the value of [[room]] &amp;amp;mdash; to create a legendary dining room, for instance, or to meet [[noble]]s' requirements for rooms of a certain value.  The final value of a statue can vary greatly depending on its [[quality]] and [[material]]; a no-quality regular stone statue is worth only 25☼, whereas a masterpiece platinum statue is worth 12,000☼.&lt;br /&gt;
&lt;br /&gt;
You can create a [[sculpture garden]] from a statue's {{k|q}}uery menu. Dwarves will spend time at a statue garden appreciating the statues (which generates a happy [[thought]]) and may even organize parties there.  For the purposes of building appreciation, it is the quality of the statue, not its overall value, that is important: a masterpiece stone statue will generate a happier thought than a base-quality platinum one.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot move through the same square they occupy. (This will also prevent dwarves from [[smoothing]] or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress.&lt;br /&gt;
&lt;br /&gt;
==Ore-based statues==&lt;br /&gt;
For certain types of ore, it is more efficient in terms of [[value]] and time spent to make statues from ore rather than to smelt the ore and create a statue out of the metal. [[Silver]], [[gold]], [[platinum]], and [[aluminum]] statues, especially, should be made from raw [[ore]] instead of smelted [[bar]]s (for instance, native gold instead of gold bars). Ore is treated as a type of [[stone]], and making a statue out of it only requires one unit of ore at a [[mason's workshop]], versus three bars at a [[metalsmith's forge]] plus [[fuel]]. Some ores (such as those listed) have the same [[material value]] as the metal smelted from them, such as the ones listed above. A statue made from such an ore has the same value as one made from the metal, and it is easier to get a high-skill [[mason]] than a high-skill [[blacksmith]], further increasing the reasoning for ore-based statues. Other ores may seem to be not a good choice if the resulting alloy is [[Metal#List of metals|considerably more valuable]] than the base metals, but the 3:1 difference in materials consumed would not even be balanced by skill between the crafters (which at most could create a 2:1 quality value difference). Sometimes, however, this is not true; for instance, [[Sphalerite]] (zinc) and [[Malachite]] (copper) each have a material value of 2, whereas brass has a material value of 7, making up for the tripled material usage in crafting metal statues. Also, there may be occasions where the quality of a single statue matters more than total value created (e.g. limited space in a room, less hauling/stockpile usage).&lt;br /&gt;
&lt;br /&gt;
However, a dwarf's good [[thought]]s do not come directly from value, but from perceived [[quality]] of items they encounter, and that quality can be affected by their [[preference]]s.  Stone and metal [[preference]]s are separate, and listed in that order (ore first, metal second). It's possible for a dwarf to have a fondness for native aluminum ore but be unimpressed by that metal, and likewise a dwarf who prefers the metal won't be extra-satisfied by a statue carved from the ore.  So, if a dwarf's preference is for a metal rather than an ore, or a mandate calls for it, and that's your goal, there is no substitute.&lt;br /&gt;
&lt;br /&gt;
By default, ore is reserved for use for [[smelting]].  To lift this restriction, press {{k|z}}, then go to &amp;quot;stone&amp;quot; and enable (make green) whichever ore(s) you wish to use.  To get your mason to use the ore, it must be the nearest type of stone to the mason's workshop.  This technique can also be used to make high-value ore-based stone [[craft]]s at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
==Statues versus mechanisms==&lt;br /&gt;
As an alternative to building statues to increase a room's value, you can use [[mechanism]]-based structures such as [[gear assemblies]] and [[lever]]s, which have a base value of 30, versus 25 for statues.  An additional advantage is that these structures, unlike statues, do not block the passage of dwarves.  And levers are useful for, you know, controlling stuff. Be careful exactly what you control, though. You wouldn't want to go to the trouble of boosting up the value of the Duke's room just for him to be mesmerized by his diamond-encrusted masterwork lever, pull it, and blunder into some sort of [[unfortunate accident]], now would you?&lt;br /&gt;
&lt;br /&gt;
To build high-quality levers and gear assemblies, you will need to make high-quality mechanisms, which requires a [[mechanic]] instead of a [[mason]].  By using the techniques detailed in ore-based statues, above, you can make very high-value mechanisms out of ore.  (Unfortunately, this technique cannot be used to make [[magma-safe]] mechanisms from the ore of a magma-safe metal, as ores have a different melting point than bars.)&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=IRC&amp;diff=47082</id>
		<title>IRC</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=IRC&amp;diff=47082"/>
		<updated>2009-07-10T02:29:53Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The old official Bay12games IRC channel at [irc://irc.worldirc.org/bay12games #bay12games] on worldirc is defunct.&lt;br /&gt;
&lt;br /&gt;
The current (unofficial) channel is at [irc://irc.newnet.net/bay12games #bay12games] on newnet and was founded on 01-22-2009 at 11:00 GMT.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12880</id>
		<title>40d:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12880"/>
		<updated>2009-03-05T15:37:17Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Survival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
== Survival==&lt;br /&gt;
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.&lt;br /&gt;
&lt;br /&gt;
Because ocean biomes contain salt water, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].&lt;br /&gt;
&lt;br /&gt;
There is a way around this with screw pumps. This method involves pumping water with a screw pump into a completely constructed reservoir. After being pumped, water will become fresh water unless it touches any natural walls or floor in which case it will revert to salt water.  This may be considered an [[exploit]] since it defies logic, but then so does the complete absence of any fresh water whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Life next to an ocean ==&lt;br /&gt;
&lt;br /&gt;
Despite the warnings that the fortress selection screen displays, oceanside [[location]]s can be quite habitable - provided they are chosen well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]&lt;br /&gt;
&lt;br /&gt;
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]]. The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.&lt;br /&gt;
&lt;br /&gt;
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
[[Category:Water bodies]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34741</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34741"/>
		<updated>2008-08-25T00:51:22Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).&lt;br /&gt;
&lt;br /&gt;
A creature uses the [[creature tokens#B|BODY creature token]] to list all of the body templates it includes.  Each part listed in each template is then included in the creature.  In other words: a creature lists the ''body templates'' it is made of.  Each ''body template'' contains a set of ''body parts''.  Each ''body part'' specifies which other body part it is attached to.&lt;br /&gt;
&lt;br /&gt;
Body parts can connect specifically to another body part, or generally to any body part of a certain category.  These connections are handled by the CON and CONTYPE body part tokens respectively.&lt;br /&gt;
&lt;br /&gt;
Body parts can be renamed with a ''[[bodygloss]]'', allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.&lt;br /&gt;
&lt;br /&gt;
== Convention ==&lt;br /&gt;
&lt;br /&gt;
The convention in the unmodded raw object data in Dwarf Fortress is to make the centre of mass the core of the creature.  All other body parts then attach to this central mass, or to those body parts that attach to this central mass.  Creating chains of attachments in this fashion produces limbs.&lt;br /&gt;
&lt;br /&gt;
While it is possible to use the CON token to connect to a specific body part ID even if it is in another template, it is convention within the default raw object data to use a CONTYPE if the connected part is in another template, for safety.  Otherwise, a creature must have both templates within its BODY token to prevent unpredictable behaviour when the creature is used during world generation or simulated during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  An opening in the body, apparently, but no known purpose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique throughout all of the raw object files, though it does need to be unique within the BODY it is in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate unless it has the NOBREATHE token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches. Note that if the creature has more than one body part with that token type each of them will get its own additional body part attached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| Can be disembowelled?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by [[wrestling]] (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for [[wrestling]] (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
|&lt;br /&gt;
| Prevents game code from removing this bodypart when the creature is converted to skeletal undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse. It also makes the body part act like a foot, and adds toes to the body part. This can be problematic as the body part can be armored by a boot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with [[wrestling]] to cause winding, unconsciousness, and eventual death. Strangely, even creatures with the NOBREATHE token can be rendered unconscious (but not dead) by strangulation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE{{verify}}&lt;br /&gt;
* CIRCULATION{{verify}}&lt;br /&gt;
* DIGIT&lt;br /&gt;
* FLIER{{verify}}&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS{{verify}}&lt;br /&gt;
* HEAD&lt;br /&gt;
* HEAR{{verify}}&lt;br /&gt;
* JOINT{{verify}}&lt;br /&gt;
* LIMB{{verify}}&lt;br /&gt;
* LOWERBODY&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS{{verify}}&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY&lt;br /&gt;
&lt;br /&gt;
Entries suffixed with &amp;quot;Verify&amp;quot; have not yet been tested and are included based on reasonable assumption.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
An [[elephant]] is composed of a large number of body parts, but only includes a small list of templates.  When an elephant asks for the following 15 templates in its CREATURE:ELEPHANT token:&lt;br /&gt;
 [BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&lt;br /&gt;
&lt;br /&gt;
...it gets all of the following 35 body parts:&lt;br /&gt;
&lt;br /&gt;
 QUADRUPED:&lt;br /&gt;
   - upper body&lt;br /&gt;
   - lower body&lt;br /&gt;
   - head&lt;br /&gt;
   - right front leg&lt;br /&gt;
   - left front leg&lt;br /&gt;
   - right front foot&lt;br /&gt;
   - left front foot&lt;br /&gt;
   - right rear leg&lt;br /&gt;
   - left rear leg&lt;br /&gt;
   - right rear foot&lt;br /&gt;
   - left rear foot&lt;br /&gt;
 TAIL:&lt;br /&gt;
   - tail&lt;br /&gt;
 2EYES:&lt;br /&gt;
   - right eye&lt;br /&gt;
   - left eye&lt;br /&gt;
 2EARS:&lt;br /&gt;
   - right ear&lt;br /&gt;
   - left ear&lt;br /&gt;
 TRUNK:&lt;br /&gt;
   - trunk&lt;br /&gt;
 2LUNGS:&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
 HEART:&lt;br /&gt;
   - heart&lt;br /&gt;
 GUTS:&lt;br /&gt;
   - guts&lt;br /&gt;
 ORGANS:&lt;br /&gt;
   - liver&lt;br /&gt;
   - stomach&lt;br /&gt;
   - pancreas&lt;br /&gt;
   - spleen&lt;br /&gt;
   - right kidney&lt;br /&gt;
   - left kidney&lt;br /&gt;
 THROAT:&lt;br /&gt;
   - throat&lt;br /&gt;
 NECK:&lt;br /&gt;
   - neck&lt;br /&gt;
 SPINE:&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - lower spine&lt;br /&gt;
 BRAIN:&lt;br /&gt;
   - brain&lt;br /&gt;
 MOUTH:&lt;br /&gt;
   - mouth&lt;br /&gt;
 2TUSKS:&lt;br /&gt;
   - right tusk&lt;br /&gt;
   - left tusk&lt;br /&gt;
&lt;br /&gt;
The body part tree of the elephant, after connections are made, is as follows:&lt;br /&gt;
&lt;br /&gt;
 + upper body&lt;br /&gt;
   - heart&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
   + head&lt;br /&gt;
     - brain&lt;br /&gt;
     - mouth&lt;br /&gt;
     - trunk&lt;br /&gt;
     - right tusk&lt;br /&gt;
     - left tusk&lt;br /&gt;
     - right eye&lt;br /&gt;
     - left eye&lt;br /&gt;
     - right ear&lt;br /&gt;
     - left ear&lt;br /&gt;
     - neck&lt;br /&gt;
     - throat&lt;br /&gt;
   + right front leg&lt;br /&gt;
     - right front foot&lt;br /&gt;
   + left front leg&lt;br /&gt;
     - left front foot&lt;br /&gt;
   + lower body&lt;br /&gt;
     - lower spine&lt;br /&gt;
     - guts&lt;br /&gt;
     - tail&lt;br /&gt;
     - liver&lt;br /&gt;
     - stomach&lt;br /&gt;
     - pancreas&lt;br /&gt;
     - spleen&lt;br /&gt;
     - right kidney&lt;br /&gt;
     - left kidney&lt;br /&gt;
     + right rear leg&lt;br /&gt;
       - right rear foot&lt;br /&gt;
     + left rear leg&lt;br /&gt;
       - left rear foot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22129</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22129"/>
		<updated>2008-08-10T17:54:35Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
:::This is untrue. I've personally embarked to an area with plenty of wild plants, and it still said &amp;quot;No seeds available&amp;quot;. After gathering some plants, however, and obtaining seeds, this message no longer displayed. [[User:G-Flex|G-Flex]] 13:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
&lt;br /&gt;
Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
&lt;br /&gt;
Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Peat is not mentioned anywhere on the wiki. [[User:Robje|Robje]] 15:30, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:is peat a soil? yes. therefore can it be farmed without irrigation? yes. it does need to be added to the soil list -[[User:Chariot|Chariot]] 03:20, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aluminum ==&lt;br /&gt;
&lt;br /&gt;
I just found some Aluminum in Sandy Clay Loam, so I'm adding it to the list of minerals that can be found in soil.&lt;br /&gt;
&lt;br /&gt;
I have a screen shot if needed. --[[User:Hkidnc|Hkidnc]] 20:48, 25 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7690</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7690"/>
		<updated>2008-07-30T00:53:36Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency. Alcohol can be brewed at a [[still]], brought with you from the embark screen or [[trade]]d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
'''Brewing'''&amp;lt;br/&amp;gt;&lt;br /&gt;
To brew alcohol at a [[still]] requires a brewable [[plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable seeds.&lt;br /&gt;
&lt;br /&gt;
'''Consumption'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A healthy adult dwarf consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice (mugs are for simpering humans), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and dwarfs spend much time walking to and from it.  So:  The booze should be both secure and accessible.&lt;br /&gt;
&lt;br /&gt;
'''Cooking''' &amp;lt;br/&amp;gt;&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into food, it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking. &lt;br /&gt;
This could easily be considered an exploit, however, and Toady plans to disallow the use of booze as a food substrate in the future.&lt;br /&gt;
&lt;br /&gt;
'''Happiness'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[Alcohol#grown_outside|sunshine]]) boost feelings more than low-value ones (like [[Alcohol#grown_outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them.&lt;br /&gt;
&lt;br /&gt;
'''Wounded dwarves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given water by a caretaker with a [[bucket]]. Therefore, a fortress cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
'''Great balls of fire!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. For an example see [http://mkv25.net/dfma/movie-42-boozeexplosion]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brewable Plants==&lt;br /&gt;
&lt;br /&gt;
===Grown Inside===&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grown Outside===&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Not Brewable==&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Kobold bulb]]&lt;br /&gt;
* [[Valley herb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Demon&amp;diff=31355</id>
		<title>40d:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Demon&amp;diff=31355"/>
		<updated>2008-07-10T17:23:03Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Defenses against Demons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Mountain_air_pocket.JPG|thumb|right|250px|Here, demons appear as red and green ampersands.]]&lt;br /&gt;
&lt;br /&gt;
A Demon is an evil fast moving creature that will either severely wound or kill your [[dwarf|dwarves]] and [[animal]]s. Their attacks include projectile fireballs and hand to hand combat. Most are living and as such are especially vulnerable to weapons with high critical boost such as [[spear]]s and [[crossbow]] [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Demons are immune to [[Trap#Stone-fall_Trap|stone-fall traps]], [[Trap#Weapon_Trap|weapon traps]], [[Trap#Cage_Trap|cage traps]] and will destroy your [[door]]s and [[floodgate]]s. At least some of them are able to fly and survive under [[Water|water]] and [[Magma|magma]].&lt;br /&gt;
&lt;br /&gt;
==Defenses against Demons==&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with demons, of course, is the &amp;quot;dwarven atom smasher&amp;quot; - crushing demons under a [[bridge|drawbridge]] will completely destroy them (and anything else). However, this method is frequently seen as somewhat &amp;quot;cheap&amp;quot; and certainly by doing this you deny yourself one of the most [[fun]] encounters in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Demons, as large, living enemies, are somewhat susceptible to piercing damage - [[spear]] and [[arrow]]s work well. A well trained, well equipped [[speardwarf]] can mix it up with frog and [[tentacle demon]]s, however will likely not get the chance to close with a [[Spirit_of_fire|Spirit of Fire]] before being immolated by the Spirit's ranged [[fire]] attack. Spirits also lack most vital organs that spears target in any case. Spirits can be reliably brought down by [[marksdwarf|marksdwarves]], but expect losses on both sides of that matchup. You can signifigantly improve your survival rate by placing the marksdwaves behind [[fortification]]s - the incoming fireballs have a chance to not penetrate the fortifications, which is higher the farther away the demon fired from.&lt;br /&gt;
&lt;br /&gt;
Finally, [[siege weapon]]s can be useful against demons. A [[ballista|ballista]] bolt will kill a demon, and a ballista fired down a narrow hallway to channel the demons into your field of fire will kill several. Use [[wall]]s and fortifications to give your siege crew some protection from fireballs, and prepare a backup plan as your crew will panic and run once the demons get too close, which will happen ''quickly'' as the demons are quite fast.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DEMON]&lt;br /&gt;
	[NAME:demon:demons:demonic]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:4:0:1]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[FANCIFUL][ENDING][POWER]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:16]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10095]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:TORTURE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Frog demon]]''': Arguably the easiest demon. Powerful combatant and can swim.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROG_DEMON]&lt;br /&gt;
	[NAME:frog demon:frog demons:frog demon]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:2:0:1]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK][FIREIMMUNE]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:impressive bellies]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:MUCK]&lt;br /&gt;
	[SPHERE:WATER]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Tentacle_demon|Tentacle Demon]]''': Corrupt intentions.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TENTACLE_DEMON]&lt;br /&gt;
	[NAME:tentacle demon:tentacle demons:tentacle demon]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:5:0:1]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK][FIREIMMUNE]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:corrupt intentions]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE:SIX_TENTACLES:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RUTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LUTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RMTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LMTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RLTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LLTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:100:100:100]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:DEPRAVITY]&lt;br /&gt;
	[SPHERE:THRALLDOM]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit_of_fire|Spirit of Fire]]''': Arguably the hardest demon. Cannot swim, launches fireballs, is surrounded by fire, a powerful combatant, and can fly.  Limbs sever when broken.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIRIT_OF_FIRE]&lt;br /&gt;
	[NAME:spirit of fire:spirits of fire:spirit of fire]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:6:0:1]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE][EVIL]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:firey glow]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:11]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:25000]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Creatures]][[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rose_gold&amp;diff=21590</id>
		<title>40d Talk:Rose gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rose_gold&amp;diff=21590"/>
		<updated>2008-07-09T16:55:31Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't this be a better choice than straight gold, now that fuel is a concern due to nonguaranteed magma? One piece of charcoal or coke would be enough for four bars of rose gold, as opposed to one of gold... and the value of rose gold is the same as three gold bars and one copper. Interesting thing to debate.[[User:Kefkakrazy|Kefkakrazy]] 04:51, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Many of the new alloys, including rose gold, require you to first smelt ore into bars and then combine the bars. You're actually using up 5 pieces of fuel to make rose gold, since each piece of metal has to be smelted individually first before alloying. All of the alloys from the previous version can still be done straight from raw ore, though. [[User:Rpb|Rpb]] 12:35, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ow. Bugger. I didn't notice that. Hmm. Well, still, the variety is nice.&lt;br /&gt;
&lt;br /&gt;
I think that rose gold is more of a pink than a purple. [[Black bronze]] is purple. --[[User:Penguinofhonor|Penguinofhonor]] 15:29, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's probably the monitor you're viewing it with - before I figured out how to optimize my monitor's colors, it displayed them rather poorly. --[[User:Savok|Savok]] 22:10, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think he means *actual* rose gold, in which case it's true. Rose gold is simply gold alloyed with copper, and copper is what's commonly used for that in jewelry. Rose gold is just high-copper gold, some of it approaching a more orange/red/pink tint. Definitely not purple, though. [[User:G-Flex|G-Flex]] 12:55, 9 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze&amp;diff=29009</id>
		<title>40d Talk:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze&amp;diff=29009"/>
		<updated>2008-07-08T07:23:40Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, to get bronze from tin you have to get copper? Or do you just have to re-smelt the tin? I only have a vein of tin ore in my mountain, but those kobold thieves supply me with a nice amount of usless large copper daggers. --[[User:Penguinofhonor|Penguinofhonor]] 12:02, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, you don't really &amp;quot;get bronze from tin&amp;quot;. Bronze is an alloy of tin and copper. You can smelt it directly from tin bars and copper bars, and you likely can smelt it from tin ore and copper ore directly. [[User:G-Flex|G-Flex]] 03:23, 8 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27915</id>
		<title>40d Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27915"/>
		<updated>2008-07-06T00:55:17Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* verify temperatures? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How much of this has been verified? [[User:Schm0|Schm0]] 06:16, 20 November 2007 (EST)&lt;br /&gt;
:I think it's all based on inference from raw files. I have been meaning to test bauxite or get someone else to do it, but haven't run into any or been very convincing [[User:VengefulDonut|VengefulDonut]] 10:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I haven't run into any Bauxite either, and I was on hunt for it.  After starting fortresses on 20+ map squares with Sediment layers, revealing it then exporting images of the layers to analyze...I haven't seen a single Bauxite deposit.  Makes me wonder if it's a bug, or if I'm that unlucky.  My theory is that Bauxite mechanisms won't melt under magma. --[[User:TheUbie|TheUbie]] 12:53, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I had the same idea :)   [[User:VengefulDonut|VengefulDonut]] 16:40, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Man I hope it's true.  Bump that number up to 35 regions with Sediment layers and no Bauxite.  Beginning to think it's a bug.  --[[User:TheUbie|TheUbie]] 04:29, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Isn't the easiest way to test this either to make some critter drop bauxite, or mod a stone you have to being the same temperature rating and see if that survives. --[[User:Shades|Shades]] 06:51, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Is it possible to order bauxite mechanisms from the caravan? --[[User:Alfador|Alfador]] 11:44, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::: Actually, the easiest way was for me to edit the raw and put bauxite in every layer in the game.  Fired up the game, created a new world, found a magma vent and bam I was in business.  The verdict?  It's magma-safe.  Both Bauxite floodgates and bauxite mechanisms resist the magma, and the bauxite rocks that I left on the floor were unharmed by the magma flow.  Bauxite: confirmed.  With the iron and steel confirmation, I would believe that anything given the melting point stat above magma's temperature is magma safe.  Now, if we can just get Toady to make magma replenish, we could make some amazing magma traps with machines made of iron/steel and bauxite!    --[[User:TheUbie|TheUbie]] 15:01, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Iron is definitly magma safe. I've repeatedly flooded goblins with magma, and only their iron equipment remained. Iron floodgates are not destroyed from magma either ( although their mechanisms are. ) Iron screw pumps can pump magma with no problem. IRON IS A OK.--[[User:GauHelldragon|GauHelldragon]] 05:21, 21 November 2007 (EST)&lt;br /&gt;
:But you can't make mechanisms out of it, which is what we're trying to do. --[[User:GreyMario|GreyMario]] 16:14, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::There's still the question of whether you can make a magma forge/furnace using a platinum bar (I doubt it).--[[User:Maximus|Maximus]] 19:11, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Raw adamantine is magma-safe.  I know we all ''knew'' that, but I've tested it.  In particular, I built mechanisms out of raw adamantine and tested them on a raw adamantine floodgate.  All the loose stone has since melted, but the gate continues to open and close just fine.  And while raw adamantine is rare and valuable, at least it's less rare than bauxite....  [[User:Doctorlucky|Doctorlucky]] 21:00, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kinda sad when you feel more accomplishment from finding Bauxite than finding Adamantine.  --[[User:TheUbie|TheUbie]] 04:50, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: well i added a simple solition to this problem, i've added a reaction which makes bauxite from iron and fuel so you can use iron for magma safe mechanisms --[[User:Slimtim|Slimtim]] 08:01, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I have lots of bauxite on my very first map with magma. The weird thing is, I don't recall whether it's in the sedimentary layer or not. And no, I haven't modded my game at all. But yeah, Bauxite is very magma-proof. There's a bunch of it sitting in a room because my dwarves are lazy. (Then again, I think storing 1500 stones takes alot of work and space.) and the magma made it into that room and all the bauxite is sitting there unconcerned.&lt;br /&gt;
&lt;br /&gt;
::I believe Bauxite isn't sedimentary because my map has only one sedimentary layer and I've found bauxite in more than one layer, iirc. Will check and confirm. --[[User:CrushU|CrushU]] 21:35, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Checked. Bauxite is in a layer with Chert, Chert is Sedimentary, so Bauxite is as well. My bad. In any case, I still have alot of it. *shrug* --[[User:CrushU|CrushU]] 21:52, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What about mechanisms made of some iron ore? Gonna check it--[[User:Dorten|Dorten]] 00:00, 16 January 2008 (EST)&lt;br /&gt;
:Woo... Only stones, which have any MELTING_POINT in MATGLOSS are bauxite, raw adamantine (knew that already) and all, which can be ignited, instead of melting... No Magnetite mechanism can stand the heat of magma... :'(&lt;br /&gt;
&lt;br /&gt;
Nickel is cheapest magma-safe material if you can't get bauxite. I bring at least one bar of it when I'm embarking at volcanic area. Easiest way to get bauxite is to bring it when embarking or to request it from caravan (both options are available only sometimes). Oh, and why has steel got higher melting point than iron? Iron should be ~1538°C. --[[User:Someone-else|Someone-else]] 09:03, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is glass really magma-safe? I have dumped green glass objects into magma only to have them disappear without a trace, leaving absolutely nothing behind. Does it work different for floodgates and things? [[User:Soadreqm|Soadreqm]] 17:53, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Request for Example of Use==&lt;br /&gt;
Are there any maps on the DFMA that bauxite mechanisms are used in? --[[User:Jackard|Jackard]] 02:23, 16 January 2008 (EST)&lt;br /&gt;
:Would this help?[http://mkv25.net/dfma/map-1691-echoink] It's a movie of a magma pumping system to get magma over a river. Ends up showing a REAL nasty bug as well. I believe the related fort has several maps up, both with and without the bug in effect. --[[User:N9103|Edward]] 16:19, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm a pretty new player and what I could use here is some advice on how to get my dwarves to pick specific types of stone to make mechanisms out of. My fort's in a region with magma but no apparent sources of bauxite, so I ordered some from the caravan and next year it arrived as promised. Now I've got a handful of precious bauxite boulders sitting in my vast storehouse of andesite and microcline and since it's never mattered until now what stone my dwarves worked with I'm not sure what's the best way to sort this out. Last thing I want is for it to wind up turned into useless bauxite baubles. I figure I'll shut down all my stone processing facilities, forbid every non-bauxite stockpile I can find, and then tell my mechanics to make mechanisms until the bauxite's all gone. Is there a more efficient way? [[User:Bryan Derksen|Bryan Derksen]] 06:34, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can make a bauxite-only stockpile (and forbid bauxite from all other stone stockpiles -- see {{K|q}} {{K|s}} on a stockpile) next to the mechanic workshops and distant (in terms of coordinates) from other stone-using workshops, though this isn't a guarantee. You could also lock the mechanics in with the bauxite ({{K|q}} {{K|f}} on a door), but remember to let them out before they starve. [[User:Anydwarf|Anydwarf]] 08:43, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just use the fact that stoneworkers always look for the closest stone (note: z-axis does not count!). If the mason or whatever has just eaten, he might pick a stone not too far away from the lunch room, though, so just build the bauxite pile + mechanics workshop far off where you are sure your mason will never come. [[User:Qwertyu|Qwertyu]] 04:40, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that'll simplify things greatly. My existing mechanics shop doesn't have room very close to it where I could squeeze in another storeroom, but bauxite mechanisms are important enough that I could build a workshop in a remote location just for this purpose. :) [[User:Bryan Derksen|Bryan Derksen]] 21:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As a clarification to a point that Qwertyu only touched on, If a stockpile is above or below the workshop, it will still be considered just as far as anything on the same level, no matter the number of levels up or down the stockpile is. E.g. you can have 3x3 piles above and below the workshop, and appropriate items in those piles will always be taken first. (atleast, that's true as far as anything I've seen/tested.) --[[User:N9103|Edward]] 06:55, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verify temperatures? ==&lt;br /&gt;
&lt;br /&gt;
In my raws, iron's melting point is 12768 on the DF temperature scale. Shouldn't this equal 2800 degrees Fahrenheit? I think there's some inaccurate math on this page, but I'm not editing it myself just now in case there's something I don't know. [[User:G-Flex|G-Flex]] 06:43, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Could you share the process that led you to these results? [[User:VengefulDonut|VengefulDonut]] 08:49, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Temperature_scale]] states the following:&lt;br /&gt;
&lt;br /&gt;
::[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
::[DF scale] = [CELSIUS]*9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
::metgloss_metal.txt gives me [MELTING_POINT:12768] for iron, and [[Magma-safe materials]] lists it as 2680°F, but:&lt;br /&gt;
::2680°F + 9968 = 12648°DF, not 12768. The problem here seems obvious, and going by the raws, the melting point is in fact 2800°F.&lt;br /&gt;
&lt;br /&gt;
::Also, for nickel: [MELTING_POINT:12619]. This is 2651°F, but [[Magma-safe materials]] lists the melting point as 2600°F.&lt;br /&gt;
&lt;br /&gt;
::Is this article possibly using old data? I'm using the latest version of DF here as of this posting. [[User:G-Flex|G-Flex]] 20:55, 5 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27913</id>
		<title>40d Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27913"/>
		<updated>2008-07-01T10:43:44Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: verify temperatures?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How much of this has been verified? [[User:Schm0|Schm0]] 06:16, 20 November 2007 (EST)&lt;br /&gt;
:I think it's all based on inference from raw files. I have been meaning to test bauxite or get someone else to do it, but haven't run into any or been very convincing [[User:VengefulDonut|VengefulDonut]] 10:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I haven't run into any Bauxite either, and I was on hunt for it.  After starting fortresses on 20+ map squares with Sediment layers, revealing it then exporting images of the layers to analyze...I haven't seen a single Bauxite deposit.  Makes me wonder if it's a bug, or if I'm that unlucky.  My theory is that Bauxite mechanisms won't melt under magma. --[[User:TheUbie|TheUbie]] 12:53, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I had the same idea :)   [[User:VengefulDonut|VengefulDonut]] 16:40, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Man I hope it's true.  Bump that number up to 35 regions with Sediment layers and no Bauxite.  Beginning to think it's a bug.  --[[User:TheUbie|TheUbie]] 04:29, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Isn't the easiest way to test this either to make some critter drop bauxite, or mod a stone you have to being the same temperature rating and see if that survives. --[[User:Shades|Shades]] 06:51, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Is it possible to order bauxite mechanisms from the caravan? --[[User:Alfador|Alfador]] 11:44, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::: Actually, the easiest way was for me to edit the raw and put bauxite in every layer in the game.  Fired up the game, created a new world, found a magma vent and bam I was in business.  The verdict?  It's magma-safe.  Both Bauxite floodgates and bauxite mechanisms resist the magma, and the bauxite rocks that I left on the floor were unharmed by the magma flow.  Bauxite: confirmed.  With the iron and steel confirmation, I would believe that anything given the melting point stat above magma's temperature is magma safe.  Now, if we can just get Toady to make magma replenish, we could make some amazing magma traps with machines made of iron/steel and bauxite!    --[[User:TheUbie|TheUbie]] 15:01, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Iron is definitly magma safe. I've repeatedly flooded goblins with magma, and only their iron equipment remained. Iron floodgates are not destroyed from magma either ( although their mechanisms are. ) Iron screw pumps can pump magma with no problem. IRON IS A OK.--[[User:GauHelldragon|GauHelldragon]] 05:21, 21 November 2007 (EST)&lt;br /&gt;
:But you can't make mechanisms out of it, which is what we're trying to do. --[[User:GreyMario|GreyMario]] 16:14, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::There's still the question of whether you can make a magma forge/furnace using a platinum bar (I doubt it).--[[User:Maximus|Maximus]] 19:11, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Raw adamantine is magma-safe.  I know we all ''knew'' that, but I've tested it.  In particular, I built mechanisms out of raw adamantine and tested them on a raw adamantine floodgate.  All the loose stone has since melted, but the gate continues to open and close just fine.  And while raw adamantine is rare and valuable, at least it's less rare than bauxite....  [[User:Doctorlucky|Doctorlucky]] 21:00, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kinda sad when you feel more accomplishment from finding Bauxite than finding Adamantine.  --[[User:TheUbie|TheUbie]] 04:50, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: well i added a simple solition to this problem, i've added a reaction which makes bauxite from iron and fuel so you can use iron for magma safe mechanisms --[[User:Slimtim|Slimtim]] 08:01, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I have lots of bauxite on my very first map with magma. The weird thing is, I don't recall whether it's in the sedimentary layer or not. And no, I haven't modded my game at all. But yeah, Bauxite is very magma-proof. There's a bunch of it sitting in a room because my dwarves are lazy. (Then again, I think storing 1500 stones takes alot of work and space.) and the magma made it into that room and all the bauxite is sitting there unconcerned.&lt;br /&gt;
&lt;br /&gt;
::I believe Bauxite isn't sedimentary because my map has only one sedimentary layer and I've found bauxite in more than one layer, iirc. Will check and confirm. --[[User:CrushU|CrushU]] 21:35, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Checked. Bauxite is in a layer with Chert, Chert is Sedimentary, so Bauxite is as well. My bad. In any case, I still have alot of it. *shrug* --[[User:CrushU|CrushU]] 21:52, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What about mechanisms made of some iron ore? Gonna check it--[[User:Dorten|Dorten]] 00:00, 16 January 2008 (EST)&lt;br /&gt;
:Woo... Only stones, which have any MELTING_POINT in MATGLOSS are bauxite, raw adamantine (knew that already) and all, which can be ignited, instead of melting... No Magnetite mechanism can stand the heat of magma... :'(&lt;br /&gt;
&lt;br /&gt;
Nickel is cheapest magma-safe material if you can't get bauxite. I bring at least one bar of it when I'm embarking at volcanic area. Easiest way to get bauxite is to bring it when embarking or to request it from caravan (both options are available only sometimes). Oh, and why has steel got higher melting point than iron? Iron should be ~1538°C. --[[User:Someone-else|Someone-else]] 09:03, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is glass really magma-safe? I have dumped green glass objects into magma only to have them disappear without a trace, leaving absolutely nothing behind. Does it work different for floodgates and things? [[User:Soadreqm|Soadreqm]] 17:53, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Request for Example of Use==&lt;br /&gt;
Are there any maps on the DFMA that bauxite mechanisms are used in? --[[User:Jackard|Jackard]] 02:23, 16 January 2008 (EST)&lt;br /&gt;
:Would this help?[http://mkv25.net/dfma/map-1691-echoink] It's a movie of a magma pumping system to get magma over a river. Ends up showing a REAL nasty bug as well. I believe the related fort has several maps up, both with and without the bug in effect. --[[User:N9103|Edward]] 16:19, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm a pretty new player and what I could use here is some advice on how to get my dwarves to pick specific types of stone to make mechanisms out of. My fort's in a region with magma but no apparent sources of bauxite, so I ordered some from the caravan and next year it arrived as promised. Now I've got a handful of precious bauxite boulders sitting in my vast storehouse of andesite and microcline and since it's never mattered until now what stone my dwarves worked with I'm not sure what's the best way to sort this out. Last thing I want is for it to wind up turned into useless bauxite baubles. I figure I'll shut down all my stone processing facilities, forbid every non-bauxite stockpile I can find, and then tell my mechanics to make mechanisms until the bauxite's all gone. Is there a more efficient way? [[User:Bryan Derksen|Bryan Derksen]] 06:34, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can make a bauxite-only stockpile (and forbid bauxite from all other stone stockpiles -- see {{K|q}} {{K|s}} on a stockpile) next to the mechanic workshops and distant (in terms of coordinates) from other stone-using workshops, though this isn't a guarantee. You could also lock the mechanics in with the bauxite ({{K|q}} {{K|f}} on a door), but remember to let them out before they starve. [[User:Anydwarf|Anydwarf]] 08:43, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just use the fact that stoneworkers always look for the closest stone (note: z-axis does not count!). If the mason or whatever has just eaten, he might pick a stone not too far away from the lunch room, though, so just build the bauxite pile + mechanics workshop far off where you are sure your mason will never come. [[User:Qwertyu|Qwertyu]] 04:40, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that'll simplify things greatly. My existing mechanics shop doesn't have room very close to it where I could squeeze in another storeroom, but bauxite mechanisms are important enough that I could build a workshop in a remote location just for this purpose. :) [[User:Bryan Derksen|Bryan Derksen]] 21:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As a clarification to a point that Qwertyu only touched on, If a stockpile is above or below the workshop, it will still be considered just as far as anything on the same level, no matter the number of levels up or down the stockpile is. E.g. you can have 3x3 piles above and below the workshop, and appropriate items in those piles will always be taken first. (atleast, that's true as far as anything I've seen/tested.) --[[User:N9103|Edward]] 06:55, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verify temperatures? ==&lt;br /&gt;
&lt;br /&gt;
In my raws, iron's melting point is 12768 on the DF temperature scale. Shouldn't this equal 2800 degrees Fahrenheit? I think there's some inaccurate math on this page, but I'm not editing it myself just now in case there's something I don't know. [[User:G-Flex|G-Flex]] 06:43, 1 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38498</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38498"/>
		<updated>2008-06-16T08:33:58Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Hospital beds? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27526</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27526"/>
		<updated>2008-06-16T08:25:12Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Necessary for nobles? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
&lt;br /&gt;
Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
&lt;br /&gt;
Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Childrens' accounts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Necessary for nobles? ==&lt;br /&gt;
&lt;br /&gt;
It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8676</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8676"/>
		<updated>2008-06-16T08:23:30Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Definition of &amp;quot;flow&amp;quot;? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1/7 water Hight. [[User:Hoborobo|Hoborobo]] 04:59, 8 June 2008 (EDT)-&lt;br /&gt;
::That doesn't sound correct to me... [[User:Juckto|Juckto]] 20:33, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Are you sure, though? Juckto (above) seems to believe the state of affairs is a bit more complicated. I guess I can just test it out for myself at some point. [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm sure about the minimum being 4/7, never had a waterwheel that would work below that level. Maybe it counts the water as flowing if the water depth changes during x ticks? If thats the case then a closed system would work unless you manage to get all the tiles at the same depth. I doubt the game uses a system much more complicated than that, as it would cause incredible lag checking each tile for depth, direction of flow, speed of flow, and path of least resistance. Not to mention factoring in water pressure and evaporation. Additionally, waterwheels seem to work no matter what their orientation is to the water. --[[User:Elvang|Elvang]] 04:37, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hrm, yeah, it seems like you need change of depth for it to count as &amp;quot;flow&amp;quot;. Putting in the ocean just don't work.[[User:G-Flex|G-Flex]] 04:23, 16 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25319</id>
		<title>40d Talk:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25319"/>
		<updated>2008-06-16T08:22:26Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: Supports on top of supports?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm looking into the possibility of creating a truly massive Army Splatter, a whole rooftop built over a large area that can be dropped with the flip of a switch. Lot of work, but if I could flatten an entire army with one pull, it'd be worth it. &lt;br /&gt;
EDIT: It seems to work. Assuming that having a roof fall on your head is still considered an instakill for, say, a Troll or something, you could do some nice things with this. [[User:Kefkakrazy|Kefkakrazy]] 04:49, 11 November 2007 (EST)&lt;br /&gt;
::WAY too much work setting up to be effective, sadly. If Toady added the ability to designate floorbuilding as a batch command, like mining and smoothing are now, it'd be fine, but as it is, building a roof big enough to be effective would be too much setup for one shot.[[User:Kefkakrazy|Kefkakrazy]] 02:00, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== density of supports ==&lt;br /&gt;
&lt;br /&gt;
what grid interval do I need between supports to hold up the floor above?&lt;br /&gt;
I am trying to build a tower:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#####&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;###&amp;gt;#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;....###&amp;lt;/nowiki&amp;gt;Do I need any supports to hold up a floor on the level above?&lt;br /&gt;
Will a support stop me from building a bedroom over the whole level?&lt;br /&gt;
&lt;br /&gt;
TIA[[User:GarrieIrons|GarrieIrons]] 02:24, 5 January 2008 (EST)&lt;br /&gt;
::&lt;br /&gt;
This will work as much as anything else&lt;br /&gt;
&lt;br /&gt;
 #################################&lt;br /&gt;
 #++++++++++++++++++++++++++++++X#&lt;br /&gt;
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 #+++++++++++++++++++++++++++++++#&lt;br /&gt;
 #+++++++++++++++++++++++++++++++#&lt;br /&gt;
 #+++++++++++++++++++++++++++++++#&lt;br /&gt;
 #+++++++++++++++++++++++++++++++#&lt;br /&gt;
 #+++++++++++++++++++++++++++++++#&lt;br /&gt;
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 #################################&lt;br /&gt;
&lt;br /&gt;
One support could hold up the entire map if you were to dig out all the edges and the bottom level. (Which would make an awesome army killer if you think about it.) --[[User:Ikkonoishi|Ikkonoishi]] 04:35, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:... meaning that you don't need supports unless there are no walls or other things to hold up the roof. --[[User:N9103|Edward]] 06:24, 5 January 2008 (EST)&lt;br /&gt;
::At least until Toady implements a more realistic cavein model. [[User:Kefkakrazy|Kefkakrazy]] 02:00, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supports on top of supports? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to build a support, then another support on top of that one (for a sort of multi-level-high approach), or do they need to be on floors? Inquiring minds must know! [[User:G-Flex|G-Flex]] 04:22, 16 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8670</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8670"/>
		<updated>2008-06-08T08:28:34Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Definition of &amp;quot;flow&amp;quot;? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Are you sure, though? Juckto (above) seems to believe the state of affairs is a bit more complicated. I guess I can just test it out for myself at some point. [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8669</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8669"/>
		<updated>2008-06-08T08:28:20Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Definition of &amp;quot;flow&amp;quot;? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Are you sure, though? Juckto (above) seems to believe the state of affairs is a bit more complicated. I guess I can just test it out for myself at some point. [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8668</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8668"/>
		<updated>2008-06-08T08:28:13Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Definition of &amp;quot;flow&amp;quot;? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Are you sure, though? Juckto (above) seems to believe the state of affairs is a bit more complicated. I guess I can just test it out for myself at some point.&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8666</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8666"/>
		<updated>2008-06-08T08:05:45Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: Definition of &amp;quot;flow&amp;quot;?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)?&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27524</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27524"/>
		<updated>2008-06-07T02:09:44Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: Necessary for nobles?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
&lt;br /&gt;
Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
&lt;br /&gt;
Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Childrens' accounts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Necessary for nobles? ==&lt;br /&gt;
&lt;br /&gt;
It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38496</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38496"/>
		<updated>2008-05-30T01:00:14Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: /* Hospital beds? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33815</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33815"/>
		<updated>2008-05-25T06:17:33Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? {{unsigned|Jikor}}&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38494</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38494"/>
		<updated>2008-05-24T21:07:26Z</updated>

		<summary type="html">&lt;p&gt;G-Flex: Hospital beds?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;/div&gt;</summary>
		<author><name>G-Flex</name></author>
	</entry>
</feed>