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	<updated>2026-04-12T19:23:12Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=212822</id>
		<title>Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=212822"/>
		<updated>2014-12-18T07:06:56Z</updated>

		<summary type="html">&lt;p&gt;Izar: /* Understanding the value chain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Tetrahedrite''' is an incredibly common [[ore]] of both [[copper]] and [[silver]]. [[Smelter|Smelting]] tetrahedrite will produce 4 copper [[bar]]s and 0-4 silver [[bar]]s (with a 20% chance of each silver bar being produced). On average, each nugget of tetrahedrite will produce less than one bar of silver when smelted.&lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can also be used in [[alloy]] reactions requiring either a copper-bearing ore or a silver-bearing ore, but will only be used as a ''silver'' ore if no other silver ores are available. Two tetrahedrite nuggets can be smelted together as a copper-bearing ore and a silver-bearing ore to make eight [[billon]] bars for a roughly 70% increase in value compared to smelting the nuggets independently.&lt;br /&gt;
&lt;br /&gt;
When using Tetrahedrite as a copper-bearing ore, it's often best to smelt it into bars first and then create the alloy using copper bars. This allows you to produce a few [[silver]] bars in addition to the bars of alloy, but does require additional [[fuel]], dwarf effort, and time. Note, however, that when producing [[billon]] from two tetrahedrite nuggets, the benefits of using tetrahedrite as a silver-bearing ore outweigh the drawbacks of using tetrahedrite as a copper-bearing ore.&lt;br /&gt;
&lt;br /&gt;
==Understanding the value chain==&lt;br /&gt;
A single tetrahedrite boulder (seen in game as simply &amp;quot;tetrahedrite&amp;quot;, laying on floor as a subproduct of digging) has a [[Item value|value]] of 9 (3 for being a stone boulder, times 3 for it being tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
This boulder can be smelted into 4 bars of copper, each having a value of 10 (5 for being bars, times 2 for them being made of copper), for a total of 40, and a random amount of 0 to 4 bars of silver (mean being 0.8), each having a value of 50 (5 for being bars, times 10 for them being made of silver). So each single tetrahedrite boulder gives you a (mean) value of 80 in copper and silver bars.&lt;br /&gt;
&lt;br /&gt;
Each bar can be then [[Forge|forged]] into items, like a [[battle axe]]. A copper battle axe will have a value of 68 (34 for being a battle axe, times 2 for being made of copper), thus the original tetrahedrite boulder will yield a total value of 544 (272 from the 4 copper battle axes, plus 272 as a mean of the possible silver battle axes, each worthing 340). And this can be mutiplied up to 12x since battle axes have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Izar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165328</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=165328"/>
		<updated>2012-03-01T22:14:46Z</updated>

		<summary type="html">&lt;p&gt;Izar: added {{av}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
=== Macros and Keymaps ===&lt;br /&gt;
&lt;br /&gt;
In this context the macro is mean a set of keystrokes / input from the player. Keymap is a set of special key combinations to get special function, or shorten input.&lt;br /&gt;
&lt;br /&gt;
What this is good for?&lt;br /&gt;
Did you had a migrants of 20 or more, and you were in trouble of make enough accommodations for them, before they got unhappy thoughts? Were you bored, by the repetitive creation of of a big bedroom? Not to worry anymore, it's possible to break down the task into much less interaction, and to speed up things.&lt;br /&gt;
&lt;br /&gt;
What you need:&lt;br /&gt;
under linux:&lt;br /&gt;
 * fluxbox (or your steady window manager, or shortcut editor)&lt;br /&gt;
 * xvkbd (or anything, that allows you to type something into an active window / program, as came from stdin)&lt;br /&gt;
winder windows:&lt;br /&gt;
 *a good (free) program, that can do the same, and supports special characters&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox ===&lt;br /&gt;
&lt;br /&gt;
Fluxbox is a tiny window manager, that allows a lot of powerful customization. If you don't want to install fluxbox just for this, you should look for other solutions in your distro (KDE / Gnome). If you use / successfully setup fluxbox [[http://fluxbox.org/help]] you only need to edit .fluxbox/keys files. This contains the keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Mod1 means windows / command funciton key (If you use keychains, the order of the modificators seems important :( )&lt;br /&gt;
 Mod4 means alt &lt;br /&gt;
 m is for the key m (so this will be windows + alt + m (special enough not to used in any other application &lt;br /&gt;
 (this is important, because if fluxbox is intercepting a hotkey, it not pass along to the active application!))&lt;br /&gt;
 None the following combinations are not using modifications keys (Important: use your last key in keychain as &lt;br /&gt;
 non-modified key, or a big enough delay, or else your macro input will be applied to the modifier, you currently &lt;br /&gt;
 pressing (see below))&lt;br /&gt;
 d is for key D (like Dwarf Fortress)&lt;br /&gt;
 b is for key B (as bedroom)&lt;br /&gt;
 : means, that this is the end of key combinations, and from here the command to apply.&lt;br /&gt;
&lt;br /&gt;
So, to start this particular keychain (hotkey), '''(windows + alt + m) d b'''&lt;br /&gt;
&lt;br /&gt;
 :ExecCommand  tells fluxbox, to execute the followings&lt;br /&gt;
&lt;br /&gt;
 xvkbd this the virtual keyboard we will use&lt;br /&gt;
 -text tells xvkbd to don't display the virtual keyboard, just get the input from command line &lt;br /&gt;
 (there's file input is available, but it does not support special keys so easily)&lt;br /&gt;
 &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot; This is the input, we will pass to &lt;br /&gt;
 Dwarf Fortress (which will press r, and gives 12 + and a final enter)&lt;br /&gt;
 The begining '''\D2''' commands xvkbd to wait 2*100ms. You might want to play with this, but I found, &lt;br /&gt;
 that I need this, because the first input key is not passed always otherwise.&lt;br /&gt;
&lt;br /&gt;
The + is used on keypad under DF, we access this by \[]. The enter is also a special character, used by \r. You might want to take a peek into the xvkbd's man page for some special keys.&lt;br /&gt;
&lt;br /&gt;
So what this macro does at all:&lt;br /&gt;
if you press: if you have large bedroom, and you don't want to make the boring task to create a large bedroom for all the beds, you can manage the bed by '''q''' (task and preferences in DF), and then press '''(windows + alt + m) d b''', which will give the order of '''r''' ++++++++++++ and an enter.&lt;br /&gt;
&lt;br /&gt;
=== Important mistakes ===&lt;br /&gt;
&lt;br /&gt;
* My first characters are missing from the input&lt;br /&gt;
** - You have most probably insufficient delay at the start of the text. Try a bigger number, or a delay at all ('''\D2''') &lt;br /&gt;
* My macro fails / I cannot get it work at, and not even prints into a textbox.&lt;br /&gt;
** - You might have a last keychain key with a modifier. &lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
  This will most probably not give you any output, or even worst, start a few other applications. This is because the &lt;br /&gt;
  keyboard interface is behaving additively. This means, if you plug 2 keyboards, and press a key on one of them, and &lt;br /&gt;
  press another on the other one, the OS will see as both of them pressed. So, if you press on your keyboard Mod1 + Mod4, &lt;br /&gt;
  and sending a stream of keys on the other, they will add up, and you will end up, as you typed the '''Hellow World''' &lt;br /&gt;
  with Mod1 + Mod4 pressed (Windows + Alt).&lt;br /&gt;
  Solutions:&lt;br /&gt;
  **Set a big enough delay at the beginning of your string ('''\D5Hello World'''), so you can release them.&lt;br /&gt;
  '''Mod1 Mod4 b :ExecCommand xvkbd -text &amp;quot;\D5Hello World&amp;quot;'''&lt;br /&gt;
  **Set the hotkey to a keychain that ends with a non-modified key&lt;br /&gt;
  '''Mod1 Mod4 m None b :ExecCommand xvkbd -text &amp;quot;Hello World&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
=== Some useful macros with a short description ===&lt;br /&gt;
&lt;br /&gt;
* Quick resizes a (bed)room (from the 'q' and set into cursored the bed)&lt;br /&gt;
 '''Mod1 Mod4 m None d b :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d b'''&lt;br /&gt;
&lt;br /&gt;
* Quick resizes 6 (bed)room, that are inline to the right with a distance of 2 title.&lt;br /&gt;
 '''Mod1 Mod4 m None d v :ExecCommand xvkbd -text &amp;quot;\D2r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]r\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\[+]\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d v'''&lt;br /&gt;
 b  b  b  b  b  b  x (and the cursor will be stopped at the next item)&lt;br /&gt;
&lt;br /&gt;
* Mass selector. It selects a lot of items from a list ((enter then down) * 39) (this is about 3 page down)) I use this particular macro to sell Junk to traders, without selling the bins. ''(If you select the bin, and then select any item for trading, the bin will be deselected.)''&lt;br /&gt;
 '''Mod1 Mod4 m None d t :ExecCommand xvkbd -text &amp;quot;\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]\r\[Down]&amp;quot;'''&lt;br /&gt;
 '''Windows + Alt + m d t'''&lt;br /&gt;
 Warning, if you sell ~20 finished goods bins' contents, then you may expect that &lt;br /&gt;
 the merchants will pack up for a while (probably for a few months).&lt;br /&gt;
&lt;br /&gt;
* Quick macro to build a repeating pattern. For example, you want to build a bedroom, where the dwarf's items are 2 titles apart (6 of them). Will select the first available item, so if there's something, you don't want to used, forbid them (coffers / bags).&lt;br /&gt;
 '''Mod1 Mod4 m None d 3 :ExecCommand xvkbd -text &amp;quot;\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]\r\r\r\[Right]\[Right]\[Right]&amp;quot;'''&lt;br /&gt;
 Build menu, and select the item, you want to build (with /*-+, not the keycode!, otherwise you end up &lt;br /&gt;
 one wanted item, and 5 other armor stands) '''Windows + Alt + m d 3'''&lt;br /&gt;
&lt;br /&gt;
Feel free, to add your own macros.&lt;/div&gt;</summary>
		<author><name>Izar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=144687</id>
		<title>v0.31:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=144687"/>
		<updated>2011-04-05T20:19:30Z</updated>

		<summary type="html">&lt;p&gt;Izar: /* Atom Smasher */ link to &amp;quot;main article&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
&lt;br /&gt;
A {{l|drawbridge}}, when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Bookkeeper Exercise Program==&lt;br /&gt;
&lt;br /&gt;
Changing your {{l|bookkeeper}}'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to {{l|legendary}}. Even if this is a bug it is not really an exploit, since a) you actually want highest precision anyway b) he attains highest precision rather fast (depending, for example, on how many stones you have mined) and thus one can not train an unlimited number of, if even several, dwarves that way.&lt;br /&gt;
&lt;br /&gt;
Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a {{L|Manager}}, skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to {{L|legendary}} as an {{L|Organizer}}.  The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from {{l|merchant}}s without seizing it; all amount to naked theft. Tearing down the {{l|trade depot}} while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for {{l|dump}}ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump {{l|zone}} later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become very angry if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit zone instead of a {{l|stockpile}}, you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train {{l|siege operator}}s, but it clears the stone that your legendary {{l|miner}}s leave.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== Trap fields ==&lt;br /&gt;
&lt;br /&gt;
Laying a field of {{l|trap}}s with a sufficient depth can protect your fortress from all invaders (except the ones that are trap immune) with no need to maintain a {{l|military}}.  Traps are somehow intelligent enough to distinguish between {{l|pet}}s and allies while being dangerous to enemies and wild animals.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Hell's back door ==&lt;br /&gt;
&lt;br /&gt;
There's a convoluted way to dig down through {{l|semi-molten rock}} and evade the head-on encounter with {{l|hidden fun stuff}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly &amp;quot;{{l|forgotten beast}}s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
== Perpetual Motion ==&lt;br /&gt;
&lt;br /&gt;
A {{l|screw pump}} requires 10 power to move water;  a {{l|water wheel}} supplies 100 power if it's got water moving it.  Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available.  See {{l|Water wheel#Perpetual motion}} for more details.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the Shield-wall ==&lt;br /&gt;
&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;/div&gt;</summary>
		<author><name>Izar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Izar&amp;diff=116675</id>
		<title>User:Izar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Izar&amp;diff=116675"/>
		<updated>2010-06-02T20:35:17Z</updated>

		<summary type="html">&lt;p&gt;Izar: Created page with 'He needs alcohol to get through the working day.&amp;lt;br /&amp;gt; He needs to cope with [http://en.wikipedia.org/wiki/PDEs partial differential equations] to get through the school exam…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He needs [[alcohol]] to get through the working day.&amp;lt;br /&amp;gt;&lt;br /&gt;
He needs to cope with [http://en.wikipedia.org/wiki/PDEs partial differential equations] to get through the school exams.&lt;/div&gt;</summary>
		<author><name>Izar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Native_platinum&amp;diff=116674</id>
		<title>v0.31 Talk:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Native_platinum&amp;diff=116674"/>
		<updated>2010-06-02T20:22:31Z</updated>

		<summary type="html">&lt;p&gt;Izar: /* raws */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we ''please'' get rid of this &amp;quot;alluvial layers&amp;quot; BS?? --[[User:Birthright|Birthright]] 20:11, 24 April 2010 (UTC)&lt;br /&gt;
:It's in the raws, so it's on the page. No need to get uptight about it. In fact, on the current version pages, it's impossible to get rid of it because the infobox contents are populated directly from the raws. --[[User:Quietust|Quietust]] 20:21, 24 April 2010 (UTC)&lt;br /&gt;
::It's possible to make it ignore the [ENVIRONMENT:ALLUVIAL:etc] type tags. However, why would we want to intentionally omit information the raw files provide? [[User:VengefulDonut|VengefulDonut]] 20:30, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== raws ==&lt;br /&gt;
&lt;br /&gt;
The end of the 'raws' section here reads:&lt;br /&gt;
 ore of mercury, powdered gives vermilion dye&lt;br /&gt;
This comment obviously belongs to [[cinnabar]]. Is there any convenient way to move it to this article? --[[User:Izar|Izar]] 20:22, 2 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Izar</name></author>
	</entry>
</feed>