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		<id>https://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=21286</id>
		<title>40d:Thought</title>
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		<updated>2008-09-01T08:07:18Z</updated>

		<summary type="html">&lt;p&gt;Jippen: s/dinind/dining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf psychology is not all that complex - various events cause dwarves to gain 'thoughts'. Thoughts have a [[happiness]]/unhappiness value. The value of all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. If dwarves are particularly unhappy, they may throw [[tantrum]]s, and may enter fell or macabre [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|v}} on the dwarf. Then press {{key|p}}(preferences) -&amp;gt; {{key|z}} -&amp;gt; {{key|enter}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on the dwarf.  There are also some personal traits listed on the bottom.&lt;br /&gt;
&lt;br /&gt;
== Happy thoughts ==&lt;br /&gt;
A catalog of happy thoughts:&lt;br /&gt;
* &amp;quot;Slept in a good quality [[bedroom]] recently&amp;quot; &lt;br /&gt;
* &amp;quot;Dined in a good quality [[dining room]] lately&amp;quot; &lt;br /&gt;
* &amp;quot;Had a pretty decent/fine/good/wonderful/truly decadent drink/meal lately&amp;quot; &lt;br /&gt;
* &amp;quot;Is quite pleased with making an [[artifact]]&amp;quot;&lt;br /&gt;
* &amp;quot;Admired a fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Admired a own fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Made a friend recently&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with a friend lately&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with the spouse lately&amp;quot; &lt;br /&gt;
* &amp;quot;Was comforted by a pet recently&amp;quot;&lt;br /&gt;
* &amp;quot;Received [[water]]/[[food]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Gave somebody water/food lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has been rescued recently&amp;quot; - Wounded&lt;br /&gt;
* &amp;quot;Was able to rest and recuperate lately&amp;quot; - Wounded&lt;br /&gt;
* &amp;quot;Made a satisfying acquisition lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Has been satisfied at work lately&lt;br /&gt;
* &amp;quot;Had a satisfying sparring session lately&amp;quot;&lt;br /&gt;
* &amp;quot;Pleased to have a mandate deadline met lately&amp;quot;&lt;br /&gt;
* &amp;quot;Conducted a meeting in a great setting recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was honored to join the Fortress Guard&amp;quot;&lt;br /&gt;
* &amp;quot;Took joy in slaughter lately&amp;quot;&lt;br /&gt;
* &amp;quot;Beat somebody with a hammer recently&amp;quot; - Hammerer&lt;br /&gt;
* &amp;quot;Was glad to have punishment delayed recently&amp;quot; - Criminal&lt;br /&gt;
* &amp;quot;Is happy to be free&amp;quot; - criminal after his sentence ended&lt;br /&gt;
* &amp;quot;Was very pleased to receive a higher rank of nobility recently&amp;quot; - Count&lt;br /&gt;
* &amp;quot;Was satisfied to bring up job scarcity in a meeting lately&amp;quot; - after a meeting at the manager's office&lt;br /&gt;
* &amp;quot;Cried on somebody in charge lately and felt a little/lot better afterwards&amp;quot; - result of an unhappy dwarf using manager's consoler skill.&lt;br /&gt;
* &amp;quot;Shouted at someone in charge recently, and felt better afterwards&amp;quot; - result of an unhappy dwarf using manager's pacifier skill.&lt;br /&gt;
&lt;br /&gt;
==Unhappy thoughts ==&lt;br /&gt;
A catalog of unhappy thoughts:&lt;br /&gt;
* &amp;quot;Slept without a [[bed]] / Slept in the mud&amp;quot;&lt;br /&gt;
* &amp;quot;Slept without a decent room lately&amp;quot;&lt;br /&gt;
* &amp;quot;Ate in poor dining room recently&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Slept uneasily due to [[noise]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was awoken by noise while sleeping lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of the lack of [[chair]]s / [[table]]s&amp;quot;&lt;br /&gt;
* &amp;quot;Was upset to be wearing old/tattered clothing lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained about the [[military|draft]]&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of thirst lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has been dehydrated&amp;quot;&lt;br /&gt;
* &amp;quot;Has been starving lately&amp;quot;&lt;br /&gt;
* &amp;quot;Lost a good friend/husband/wife/child&amp;quot;&lt;br /&gt;
* &amp;quot;Had a miscarriage recently&amp;quot; - Married female&lt;br /&gt;
* &amp;quot;Was knocked out during a cave-in lately&amp;quot;&lt;br /&gt;
* &amp;quot;Sustained minor injuries lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was annoyed by [[vermin]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been accosted by terrible vermin&amp;quot;&lt;br /&gt;
* &amp;quot;Was disgusted by [[miasma]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been annoyed by flies&amp;quot;&lt;br /&gt;
* &amp;quot;Was [[Cave adaptation|nauseated]] by the sun lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has witnessed death&amp;quot;&lt;br /&gt;
* &amp;quot;Is depressed about being [[Justice|confined]]&amp;quot;&lt;br /&gt;
* &amp;quot;Was unhappy with the lack of work last season&amp;quot;''&lt;br /&gt;
* &amp;quot;Was unable to make suggestions about [[manager|work allocations]] lately&amp;quot; - Manager&lt;br /&gt;
* &amp;quot;Was unable to find someone to complain to about job scarcity lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was shouted at by an unhappy citizen lately&amp;quot; - After counselling an unhappy dwarf&lt;br /&gt;
* &amp;quot;Was upset to have disappointed a noble recently&amp;quot; - Tax Collector  &lt;br /&gt;
* &amp;quot;Was misinformed about a room for tax collection recently&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was worried not to have adequate protection lately&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was upset by having a mandate ignored lately&amp;quot;&lt;br /&gt;
* &amp;quot;Conducted a meeting in an awful setting recently&amp;quot; - Mayor&lt;br /&gt;
* &amp;quot;Was angered that nobody could be punished for a recent failure&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Was upset/flattened/shattered by a lesser's pretentious sleeping/dining/office/burial arrangements lately&amp;quot; - Noble&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|The rest of this page|the exact mechanics of thoughts}}&lt;br /&gt;
&lt;br /&gt;
{{Old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number. This number is computed by summing the modifier for each thought the dwarf is currently remembering. Each thought lasts one year, and after half a year has passed since gaining a thought, the modifier is halved, rounding away from zero (so 7 halved would be 4 and -9 halved would be -5). There is no way to tell the age of a thought.&lt;br /&gt;
&lt;br /&gt;
The resulting number is then used in this table:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;courier new&amp;quot;&amp;gt;&lt;br /&gt;
* +50 or more: ecstatic&lt;br /&gt;
* +25 to +49: happy&lt;br /&gt;
* -25 to +24: quite content&lt;br /&gt;
* -50 to -24: fine&lt;br /&gt;
* -76 to -51: unhappy&lt;br /&gt;
* -99 to -75: very unhappy&lt;br /&gt;
* -100 or less: miserable &lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The method by which one is chosen for thoughts with multiple malus possibilities is presently unknown. It appears that some are merely incremented for each occurrence. Others apparently are chosen by the severity of the incident that caused the thought.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
is happy to be free					+1000&lt;br /&gt;
is quite pleased with making an artifact		+1000&lt;br /&gt;
was forced to eat a treasured pet to survive lately	-1000&lt;br /&gt;
has suffered the travesty of art defacement		up to -1000 (depends on number of masterwork items created)&lt;br /&gt;
&lt;br /&gt;
slept &amp;lt;place&amp;gt; recently		-30,-20,-10,-5,-3,or -2&lt;br /&gt;
* in the mud&lt;br /&gt;
* in the grass&lt;br /&gt;
* in the dirt&lt;br /&gt;
* on rocks&lt;br /&gt;
* on a rough cave floor&lt;br /&gt;
* on the floor&lt;br /&gt;
&lt;br /&gt;
has &amp;lt;ailment&amp;gt; lately		-5&lt;br /&gt;
* complained of hunger&lt;br /&gt;
* complained of thirst&lt;br /&gt;
* been tired&lt;br /&gt;
has been &amp;lt;ailment&amp;gt; lately	-30&lt;br /&gt;
* starving&lt;br /&gt;
* dehydrated&lt;br /&gt;
* exhausted&lt;br /&gt;
&lt;br /&gt;
dined in a &amp;lt;quality&amp;gt; dining room recently&lt;br /&gt;
* legendary	+20&lt;br /&gt;
* fantastic	+10&lt;br /&gt;
* great		+5&lt;br /&gt;
* very good	+3&lt;br /&gt;
* good		+2&lt;br /&gt;
slept in a bedroom like a personal palace recently	+20&lt;br /&gt;
slept in a &amp;lt;quality&amp;gt; bedroom recently&lt;br /&gt;
* fantastic	+10&lt;br /&gt;
* great		+5&lt;br /&gt;
* very good	+3&lt;br /&gt;
* good		+2&lt;br /&gt;
&lt;br /&gt;
was worried by the scarcity of &amp;lt;guards,prison&amp;gt; lately	-10&lt;br /&gt;
* royal guards&lt;br /&gt;
* fortress guards&lt;br /&gt;
* cages and chains&lt;br /&gt;
&lt;br /&gt;
{ate/had} a &amp;lt;quality&amp;gt; {meal/drink} lately&lt;br /&gt;
* legendary		+20&lt;br /&gt;
* truly decadent	+10&lt;br /&gt;
* wonderful		+5&lt;br /&gt;
* fine			+3&lt;br /&gt;
* pretty decent		+2&lt;br /&gt;
&lt;br /&gt;
I plan to explain how this the notation list works later, but for now I'll&lt;br /&gt;
just put this note to explain the above note. It is either &amp;quot;ate a &amp;lt;quality&amp;gt;&lt;br /&gt;
meal lately&amp;quot; or &amp;quot;had a &amp;lt;quality&amp;gt; drink lately&amp;quot;&lt;br /&gt;
&lt;br /&gt;
has lost a &amp;lt;close one&amp;gt; recently		-50,-30,-20,or -10&lt;br /&gt;
* spouse&lt;br /&gt;
* friend to tragedy&lt;br /&gt;
* sibling to tragedy&lt;br /&gt;
* child to tragedy&lt;br /&gt;
* mother to tragedy&lt;br /&gt;
* father to tragedy&lt;br /&gt;
&lt;br /&gt;
I have formatted all of the above. The below may use a different formatting&lt;br /&gt;
system than the above.&lt;br /&gt;
&lt;br /&gt;
has complained about the draft lately				-30&lt;br /&gt;
was upset about being relieved from duty			-30&lt;br /&gt;
was upset about being expelled from the Royal Guard		-30&lt;br /&gt;
was upset about being expelled from the Fortress Guard		-20&lt;br /&gt;
&lt;br /&gt;
was able to rest and recuperate lately				+10&lt;br /&gt;
received water recently						+10&lt;br /&gt;
received food recently						+10&lt;br /&gt;
was rescued recently						+10&lt;br /&gt;
&lt;br /&gt;
had a miscarriage recently					-50,-30,-20,or -10&lt;br /&gt;
has been evicted lately						-10&lt;br /&gt;
has been attacked lately					-30,-20,-10,or -5&lt;br /&gt;
has been attacked by the dead lately				-50,-30,-20,or -10&lt;br /&gt;
was unable to reach a room for tax collection lately		-5&lt;br /&gt;
was misinformed about a room for tax collection lately		-5&lt;br /&gt;
was upset that the tax collection didn't go smoothly lately	-10&lt;br /&gt;
has been taxed recently						-5&lt;br /&gt;
has lost property to the Royal Guard recently			-10&lt;br /&gt;
was upset to have disappointed a noble lately			-10&lt;br /&gt;
has complained of the lack of chairs lately			-30,-20,-10,-5,-3,or -2&lt;br /&gt;
has complained of the crowded tables lately			-2&lt;br /&gt;
has complained of the lack of dining tables lately		-30,-20,-10,-5,-3,or -2&lt;br /&gt;
was forced to eat vermin to survive lately			-30,-20,or -10&lt;br /&gt;
was forced to eat a beloved creature to survive lately		-50&lt;br /&gt;
has complained of the lack of a well lately			-5,-3 or -2&lt;br /&gt;
has complained of the nasty water lately			TBD&lt;br /&gt;
was forced to drink slime lately				-30,-20,-10,or -5&lt;br /&gt;
was forced to drink vomit lately				-30,-20,-10,or -5&lt;br /&gt;
was forced to drink bloody water lately				-30,-20,-10,or -5&lt;br /&gt;
slept uneasily due to noise lately				-2&lt;br /&gt;
slept very uneasily due to noise lately				-5&lt;br /&gt;
was woken by noise while sleeping lately			-10&lt;br /&gt;
was worried not to have adequate protection lately		-10&lt;br /&gt;
has been annoyed by flies					-5,-3 or -2&lt;br /&gt;
has been accosted by terrible vermin				-30,-20,or -10&lt;br /&gt;
saw something unpleasant in a cage recently			-10,-5,or -3&lt;br /&gt;
saw something unpleasant in a pond recently			-10,-5,or -3&lt;br /&gt;
has witnessed death						-30,-20,-10,or -5&lt;br /&gt;
has lost a pet recently						-50,-30,-20,or -10&lt;br /&gt;
has lost a pet recently						-50,-30,-20,or -10&lt;br /&gt;
accidentally killed somebody in a fit of rage recently		-50,-30,-20,or -10&lt;br /&gt;
killed somebody by accident while sparring recently		-50,-30,-20,or -10&lt;br /&gt;
was forced to endure the decay of a {related dwarf or pet} recently	-20,-10,-5,or -3&lt;br /&gt;
ate rotten food lately						-10,-5,or -3&lt;br /&gt;
drank something spoiled lately					-10,-5,or -3&lt;br /&gt;
was {unhappiness level} by long patrol duty lately		TBD&lt;br /&gt;
was disgusted by a bloody mist lately				-10,-5,-3,or -2&lt;br /&gt;
was disgusted by a miasma lately				-10,-5,-3,or -2&lt;br /&gt;
choked on smoke underground lately				-5,-3 or -2&lt;br /&gt;
choked on dust underground lately				-5,-3 or -2&lt;br /&gt;
was knocked out during a cave-in lately				-20,-10,-5,or -3&lt;br /&gt;
was embarrassed to have to conduct an official meeting in a dining room	-50,-30,-20,-10,-5,or -3&lt;br /&gt;
was very embarrassed to have to conduct an official meeting in a bedroom-50,-30,-20,-10,-5,or -3&lt;br /&gt;
was incredibly embarrassed not to have any rooms lately		-50,-30,-20,-10,-5,or -3&lt;br /&gt;
sustained major injuries recently				-30,-20,-10,or -5&lt;br /&gt;
sustained minor injuries recently				-20,-10,-5,or -3&lt;br /&gt;
slept without a proper room recently				-30,-20,-10,-5,-3,or -2&lt;br /&gt;
slept in a horribly substandard bedroom recently		-20&lt;br /&gt;
slept in a horrible bedroom recently				-10&lt;br /&gt;
slept in an awful bedroom recently				-5&lt;br /&gt;
slept in a very poor bedroom recently				-3&lt;br /&gt;
slept in a poor bedroom recently				-2&lt;br /&gt;
conducted a meeting in a horribly substandard setting recently	-30&lt;br /&gt;
conducted a meeting in a horrible setting recently		-20&lt;br /&gt;
conducted a meeting in an awful setting recently		-10&lt;br /&gt;
conducted a meeting in a very poor setting recently		-5&lt;br /&gt;
conducted a meeting in a poor setting recently			-3&lt;br /&gt;
dined in a horribly substandard dining room recently		-20&lt;br /&gt;
dined in a horrible dining room recently			-10&lt;br /&gt;
dined in an awful dining room recently				-5&lt;br /&gt;
dined in a very poor dining room recently			-3&lt;br /&gt;
dined in a poor dining room recently				-2&lt;br /&gt;
dined without a proper dining room recently			-30,-20,-10,-5,-3,or -2&lt;br /&gt;
worried greatly about not have a tomb after gaining another year-50,-30,-20,-10,-5,or -3&lt;br /&gt;
worried about having a horribly substandard tomb after gaining another year	-30&lt;br /&gt;
worried about having a horrible tomb after gaining another year	-20&lt;br /&gt;
worried about having an awful tomb after gaining another year	-10&lt;br /&gt;
worried about having a very poor tomb after gaining another year-5&lt;br /&gt;
worried about having a poor tomb after gaining another year	-3&lt;br /&gt;
was greatly angered at the state of demands recently		-10&lt;br /&gt;
was very angered at the state of demands recently		-5&lt;br /&gt;
was angered at the state of demands recently			-3&lt;br /&gt;
was upset by not having enough chests lately			-3&lt;br /&gt;
was upset by not having enough cabinets lately			-3&lt;br /&gt;
was upset by not having enough armor stands lately		-3&lt;br /&gt;
was upset by not having enough weapon racks lately		-3&lt;br /&gt;
was upset to be wearing old clothing lately			-3 or -2&lt;br /&gt;
was upset to be wearing tattered clothing lately		-5,-3 or -2&lt;br /&gt;
was very upset to have worn clothes rot away lately		-10,-5,or -3&lt;br /&gt;
was very embarrassed to be uncovered lately			-20,-10,or -5&lt;br /&gt;
was embarrassed to have no shirt lately				-10,-5,or -3&lt;br /&gt;
was embarrassed to have no shoes lately				-10,-5,or -3&lt;br /&gt;
was very embarrassed to be uncloaked lately			-20,-10,or -5&lt;br /&gt;
was caught in the rain recently					-3 or -2&lt;br /&gt;
was caught in a snow storm recently				-3 or -2&lt;br /&gt;
was {unhappiness level} by a lesser's pretentious {building} arrangements lately	TBD&lt;br /&gt;
The above is for nobles only.&lt;br /&gt;
was unable to find an available hammer lately			-50&lt;br /&gt;
was upset by having a mandate ignored lately			-5&lt;br /&gt;
was upset by having a mandate deadline missed lately		-3&lt;br /&gt;
was upset by having a request ignored lately			-5&lt;br /&gt;
was angered that nobody could be punished for a recent failure	-10&lt;br /&gt;
was upset that a criminal could not be properly punished	-5&lt;br /&gt;
was upset by the delayed punishment of a criminal		-5&lt;br /&gt;
was beaten recently						-10,-5,or -3&lt;br /&gt;
was beaten with a hammer recently				-20,-10,-5,or -3&lt;br /&gt;
is depressed about being confined				-10&lt;br /&gt;
was unhappy with the amount of available work last season	-10&lt;br /&gt;
had a terrifying nightmare about an army of the dead		-20&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
was comforted by a wonderful creature in a cage recently	+3&lt;br /&gt;
was comforted by a wonderful creature in a pond recently	+3&lt;br /&gt;
was pleased by having a request approved lately			+5&lt;br /&gt;
was glad to have punishment reduced recently			+20&lt;br /&gt;
was glad to have punishment delayed recently			+20&lt;br /&gt;
beat somebody recently						+5&lt;br /&gt;
beat somebody with a hammer recently				+5&lt;br /&gt;
was honored to join the Royal Guard				+20&lt;br /&gt;
was honored to join the Fortress Guard				+10&lt;br /&gt;
has been satisfied at work lately				+5&lt;br /&gt;
was happy to have pleased a noble lately			+10&lt;br /&gt;
made a satisfying acquisition lately				+10&lt;br /&gt;
adopted a new pet recently					+10&lt;br /&gt;
took joy in slaughter lately					+10&lt;br /&gt;
was comforted by a pet lately					+5&lt;br /&gt;
saw a beloved creature lately					+5&lt;br /&gt;
was pleased to have a mandate deadline met lately		+10&lt;br /&gt;
talked with a friend lately					+2&lt;br /&gt;
made a friend recently						+5&lt;br /&gt;
was pleased that the tax collection went smoothly lately	+10&lt;br /&gt;
was comforted by a lovely waterfall lately			+5&lt;br /&gt;
conducted a meeting in a setting worthy of legends recently	+30&lt;br /&gt;
conducted a meeting in a fantastic setting recently		+20&lt;br /&gt;
conducted a meeting in a great setting recently			+10&lt;br /&gt;
conducted a meeting in a very good setting recently		+5&lt;br /&gt;
conducted a meeting in a good setting recently			+3&lt;br /&gt;
was greatly pleased at the state of demands recently		+10&lt;br /&gt;
was very pleased at the state of demands recently		+5&lt;br /&gt;
was pleased at the state of demands recently			+3&lt;br /&gt;
celebrated having a legendary tomb after gaining another year	+30&lt;br /&gt;
celebrated having a fantastic tomb after gaining another year	+20&lt;br /&gt;
celebrated having a great tomb after gaining another year	+10&lt;br /&gt;
celebrated having a very good tomb after gaining another year	+5&lt;br /&gt;
celebrated having a good tomb after gaining another year	+3&lt;br /&gt;
enjoyed starting a fist fight recently				+20&lt;br /&gt;
enjoyed smashing up a building recently				+20&lt;br /&gt;
enjoyed toppling something over recently			+10&lt;br /&gt;
enjoyed throwing something recently				+5&lt;br /&gt;
had a satisfying sparring session recently			+10&lt;br /&gt;
was nauseated by the sun lately					-20&lt;br /&gt;
was irritated by the sun lately					-10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Janus/DFFD&amp;diff=39876</id>
		<title>User talk:Janus/DFFD</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Janus/DFFD&amp;diff=39876"/>
		<updated>2008-07-27T14:23:49Z</updated>

		<summary type="html">&lt;p&gt;Jippen: /* DFFD Download Referer Blocking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DFFD Download Referer Blocking ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason you don't allow download.php links to work from the wiki? I don't see the need to have the user to view the download page from the page describing it to begin with.&lt;br /&gt;
&lt;br /&gt;
If you could allow that, it would be nice. &amp;amp;mdash;[[User:Rick|Rick]] 22:56, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that's a quirk with the way browsers handle redirection. The referer is checked for future load balancing between multiple download servers, and a direct link to download.php gives the wrong referer info to the download server after redirection. I've spent quite a lot of time trying to find workarounds for that same issue (I played around with every redirection method available) on another game file hosting site I have, with no success. This other site uses a lot of bandwidth (~2.5TB per month at the moment) and has just such a load balancing scheme to handle all of the downloads.&lt;br /&gt;
:So, I guess you could say it's a necessary evil. If I removed that restriction now and later have to put it back into place due to load balancing, it could lead to a lot of people needing to change their links then. I think it's better to have it remain consistent from the beginning, after having dealt with people having to update their download links to my other file hosting site. --[[User:Janus|Janus]] 23:36, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seems it's causing another problem, for me anyways. I'm not using any kind of accelerator or any software firewall (router-based FTW.) I've even tried the download with greasemonkey and AdBlock+ disabled (extra longshot chance, but just to be safe) and still nojoy. With no idea why it's doing it, nor any way that I can get around it, DFFD is useless to me. --[[User:N9103|Edward]] 09:35, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A hardware firewall is very unlikely to mess with the &amp;quot;referer&amp;quot; info sent with an HTTP download request header. It's more likely a setting in your browser if you indeed have no software firewall or download manager/accelerator software.&lt;br /&gt;
:Follow this link and copy the results of it, then click the link and see if the &amp;quot;referer&amp;quot; changes:&lt;br /&gt;
:http://dffd.wimbli.com/checkvar.php&lt;br /&gt;
:Send me that info through the DFFD site's contact form. --[[User:Janus|Janus]] 10:29, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Considering the &amp;quot;Contact&amp;quot; form uses a referral-based submit system, I'm not sure how that was supposed to work out. In either case, I pulled up my about:config settings and found that network.http.sendRefererHeader was set to 0, (as opposed to the default of 2). Probably was set to assist in circumventing some other site's undesired tracking. --[[User:N9103|Edward]] 01:13, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, yeah, I'd forgotten about that; I had it set that way to minimize bot spam being sent through the contact form. I've switched it to allow blank referers in the contact form.&lt;br /&gt;
:::Changing that hidden Firefox setting would indeed cause the problem. Glad to hear you've got it sorted out. --[[User:Janus|Janus]] 04:43, 26 July 2008 (EDT)&lt;br /&gt;
:::Given that I work with anti-spam stuff for a living, comment spam can be almost nullified by a basic CAPTCHA. Referrer blocking tends to cause headaches off and on from overzealous firewalls, browsers with high privacy settings, and other subtle glitches. If you want to have fun, make the captcha output an animal sound (meow, woof, quack, etc) and have the proper response be that animal. [[User:Jippen|Jippen]] 10:23, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New version uploads ==&lt;br /&gt;
&lt;br /&gt;
When uploading a new version of a file, this does not reset the number of downloads and other information. See [http://dffd.wimbli.com/file.php?id=74 tweak page] for an example, I recently uploaded 1.2.0.0 (old was 1.1.0.0). &amp;amp;mdash;[[User:Rick|Rick]] 03:11, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, the downloads and views counters not resetting (along with vote data and so forth) is intentional. That way it tracks the data through all versions uploaded. If you want to reset those counters for whatever reason, you can create a new listing and optionally delete the old one.&lt;br /&gt;
:However, I do need to fix the issue of updated listings not showing up as the latest file in the &amp;quot;Newest Files&amp;quot; RSS feed and on the Statistics page. It's just one of those details I haven't gotten to yet. Thanks for the feedback, I'll try to get that issue fixed in the next few days or so. --[[User:Janus|Janus]] 03:29, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Maybe provide an option for resetting counters when editing a file? &amp;amp;mdash;[[User:Rick|Rick]] 03:29, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I came up with and implemented what I think is a better solution, if slightly more complex on the server side. It now tracks both total views/downloads for the listing, and current views/downloads for the current file. Whenever you edit the listing and upload a new file for it, it will reset the current counters to zero. This will of course only take effect when you next upload a new file when editing your listing; listings which haven't been updated with new files will only display the standard listing counters. No files will yet show it on the main DFFD site yet since none have been updated since these changes were put in place, but you can see an example of the new view/download counters in action over on [http://test.fenrisoft.com/phcdownload-1.1.1/file.php?id=39 my test site here].&lt;br /&gt;
:::You can see the list of other site updates on my user page here. --[[User:Janus|Janus]] 12:40, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, it seems that the different upload mechanism is understandably a little confusing to people used to regular file upload/submission forms in that the file upload is embedded in the submission form and needs to be completed before submitting the listing.&lt;br /&gt;
I'll modify it to check and see if no file was yet uploaded and give you a message telling you as much if you click the button to submit the listing without uploading. It will be a simple &amp;quot;OK&amp;quot; option if it's a new listing, and a &amp;quot;Submit without uploading new file? Yes/No&amp;quot; option if it's an edit. Probably should have added that modification in earlier. --[[User:Janus|Janus]] 04:05, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've taken care of this in the site updates listed on my user page. --[[User:Janus|Janus]] 12:40, 3 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Feline.PNG&amp;diff=43033</id>
		<title>File:Feline.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Feline.PNG&amp;diff=43033"/>
		<updated>2008-07-19T23:57:02Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_feline.txt&lt;br /&gt;
----&lt;br /&gt;
 Bane18_feline&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS]&lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:FELINE]&lt;br /&gt;
 	[FILE:Bane18/feline.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:4:9]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CAT]&lt;br /&gt;
 	[DEFAULT:FELINE:3:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:FELINE:3:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:FELINE:3:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:FELINE:3:3:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:LION]&lt;br /&gt;
 	[DEFAULT:FELINE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:FELINE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:FELINE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:FELINE:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:TIGER]&lt;br /&gt;
 	[DEFAULT:FELINE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:FELINE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:FELINE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:FELINE:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:LEOPARD]&lt;br /&gt;
 	[DEFAULT:FELINE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:FELINE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:FELINE:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:FELINE:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CHEETAH]&lt;br /&gt;
 	[DEFAULT:FELINE:0:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:FELINE:1:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:FELINE:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:FELINE:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:JAGUAR]&lt;br /&gt;
 	[DEFAULT:FELINE:0:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:FELINE:1:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:FELINE:2:6:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:FELINE:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:COUGAR]&lt;br /&gt;
 	[DEFAULT:FELINE:0:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:FELINE:1:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:FELINE:2:8:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:FELINE:3:8:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Canine.PNG&amp;diff=43043</id>
		<title>File:Canine.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Canine.PNG&amp;diff=43043"/>
		<updated>2008-07-19T23:55:33Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_canine.txt&lt;br /&gt;
----&lt;br /&gt;
 Bane18_canine&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS] &lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:CANINE]&lt;br /&gt;
 	[FILE:Bane18/canine.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:6:3]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:DOG]&lt;br /&gt;
 	[DEFAULT:CANINE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CANINE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CANINE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CANINE:3:0:AS_IS:SKELETON]&lt;br /&gt;
 	[TRAINED_HUNTER:CANINE:4:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[TRAINED_WAR:CANINE:5:0:AS_IS:DEFAULT]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:FOX]&lt;br /&gt;
 	[DEFAULT:CANINE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CANINE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CANINE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CANINE:3:1:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:WOLF]&lt;br /&gt;
 	[DEFAULT:CANINE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CANINE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CANINE:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CANINE:3:2:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Canine.PNG&amp;diff=43042</id>
		<title>File:Canine.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Canine.PNG&amp;diff=43042"/>
		<updated>2008-07-19T23:54:13Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_canine.txt&lt;br /&gt;
----&lt;br /&gt;
 Bane18_canine&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS] &lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:CANINE]&lt;br /&gt;
 	[FILE:example/canine.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:6:3]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:DOG]&lt;br /&gt;
 	[DEFAULT:CANINE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CANINE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CANINE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CANINE:3:0:AS_IS:SKELETON]&lt;br /&gt;
 	[TRAINED_HUNTER:CANINE:4:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[TRAINED_WAR:CANINE:5:0:AS_IS:DEFAULT]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:FOX]&lt;br /&gt;
 	[DEFAULT:CANINE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CANINE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CANINE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CANINE:3:1:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:WOLF]&lt;br /&gt;
 	[DEFAULT:CANINE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CANINE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CANINE:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CANINE:3:2:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Equine.PNG&amp;diff=43039</id>
		<title>File:Equine.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Equine.PNG&amp;diff=43039"/>
		<updated>2008-07-19T23:52:05Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_equine.txt&lt;br /&gt;
----&lt;br /&gt;
 Bane18_equine&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS]&lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:EQUINE]&lt;br /&gt;
 	[FILE:Bane18/equine.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:3:4]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:HORSE]&lt;br /&gt;
 	[DEFAULT:EQUINE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:EQUINE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:EQUINE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:EQUINE:3:0:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MULE]&lt;br /&gt;
 	[DEFAULT:EQUINE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:EQUINE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:EQUINE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:EQUINE:3:1:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:DONKEY]&lt;br /&gt;
 	[DEFAULT:EQUINE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:EQUINE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:EQUINE:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:EQUINE:3:2:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bovine.PNG&amp;diff=43064</id>
		<title>File:Bovine.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bovine.PNG&amp;diff=43064"/>
		<updated>2008-07-19T23:49:59Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_bovine.txt&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 Bane18_bovine&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:BOVINE]&lt;br /&gt;
 	[FILE:Bane18/bovine.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:4:4]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:COW]&lt;br /&gt;
 	[DEFAULT:BOVINE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:BOVINE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:BOVINE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:BOVINE:3:0:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MUSKOX]&lt;br /&gt;
 	[DEFAULT:BOVINE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:BOVINE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:BOVINE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:BOVINE:3:1:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GOAT_MOUNTAIN]&lt;br /&gt;
 	[DEFAULT:BOVINE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:BOVINE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:BOVINE:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:BOVINE:3:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GAZELLE]&lt;br /&gt;
 	[DEFAULT:BOVINE:0:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:BOVINE:1:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:BOVINE:2:3:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:BOVINE:3:3:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ursine.PNG&amp;diff=43046</id>
		<title>File:Ursine.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ursine.PNG&amp;diff=43046"/>
		<updated>2008-07-19T23:46:53Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_ursine.txt&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 Bane18_ursine&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS]&lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:URSINE]&lt;br /&gt;
 	[FILE:Bane18/ursine.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:3:4]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:BEAR_GRIZZLY]&lt;br /&gt;
 	[DEFAULT:URSINE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:URSINE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:URSINE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:URSINE:3:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:BEAR_BLACK]&lt;br /&gt;
 	[DEFAULT:URSINE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:URSINE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:URSINE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:URSINE:3:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:BEAR_POLAR]&lt;br /&gt;
 	[DEFAULT:URSINE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:URSINE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:URSINE:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:URSINE:3:2:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cervine.PNG&amp;diff=43051</id>
		<title>File:Cervine.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cervine.PNG&amp;diff=43051"/>
		<updated>2008-07-19T23:43:15Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_cervine.txt&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 Bane18_cervine&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS]&lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:CERVINE]&lt;br /&gt;
 	[FILE:Bane18/cervine.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:4:2]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:DEER]&lt;br /&gt;
 	[DEFAULT:CERVINE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CERVINE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CERVINE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CERVINE:3:0:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:ELK]&lt;br /&gt;
 	[DEFAULT:CERVINE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CERVINE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CERVINE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CERVINE:3:1:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ape.PNG&amp;diff=43147</id>
		<title>File:Ape.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ape.PNG&amp;diff=43147"/>
		<updated>2008-07-19T23:42:38Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_ape.txt&lt;br /&gt;
----&lt;br /&gt;
 Bane18_ape&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS]&lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:APE]&lt;br /&gt;
 	[FILE:Bane18/ape.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:4:5]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CHIMPANZEE]&lt;br /&gt;
 	[DEFAULT:APE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:APE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:APE:3:0:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:BONOBO]&lt;br /&gt;
 	[DEFAULT:APE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:APE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:APE:3:1:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GORILLA]&lt;br /&gt;
 	[DEFAULT:APE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:APE:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:APE:3:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:ORANGUTAN]&lt;br /&gt;
 	[DEFAULT:APE:0:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:APE:2:3:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:APE:3:3:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MANDRILL]&lt;br /&gt;
 	[DEFAULT:APE:0:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:4:AS_IS:DEFAULT] &lt;br /&gt;
 	[ZOMBIE:APE:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
  	[SKELETON:APE:3:4:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Gibbon.PNG&amp;diff=43516</id>
		<title>File:Gibbon.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Gibbon.PNG&amp;diff=43516"/>
		<updated>2008-07-19T23:41:40Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_gibbon.txt&lt;br /&gt;
----&lt;br /&gt;
 Bane18_gibbon&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS]&lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:GIBBON]&lt;br /&gt;
 	[FILE:Bane18/gibbon.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:4:9]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_SIAMANG]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_WHITE_HANDED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_BLACK_HANDED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_GRAY]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:3:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_SILVERY]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_PILEATED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:5:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:5:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:5:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_BILOU]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:6:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_WHITE_BROWED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:7:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:7:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:7:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_BLACK_CRESTED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:8:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Solo.PNG&amp;diff=43075</id>
		<title>File:Solo.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Solo.PNG&amp;diff=43075"/>
		<updated>2008-07-19T23:40:26Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filename: Bane18_solo.txt&lt;br /&gt;
----&lt;br /&gt;
 Bane18_solo&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:GRAPHICS]&lt;br /&gt;
 &lt;br /&gt;
 [TILE_PAGE:SOLO]&lt;br /&gt;
  	[FILE:example/solo.bmp]&lt;br /&gt;
  	[TILE_DIM:16:16]&lt;br /&gt;
  	[PAGE_DIM:5:14]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:RACCOON]&lt;br /&gt;
  	[DEFAULT:SOLO:0:0:AS_IS:DEFAULT]&lt;br /&gt;
  	[CHILD:SOLO:1:0:AS_IS:DEFAULT]&lt;br /&gt;
  	[ZOMBIE:SOLO:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
  	[SKELETON:SOLO:3:0:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:ELEPHANT]&lt;br /&gt;
  	[DEFAULT:SOLO:0:1:AS_IS:DEFAULT]&lt;br /&gt;
  	[CHILD:SOLO:1:1:AS_IS:DEFAULT]&lt;br /&gt;
  	[ZOMBIE:SOLO:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
  	[SKELETON:SOLO:3:1:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CAMEL_1_HUMP]&lt;br /&gt;
 	[DEFAULT:SOLO:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:2:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:3:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:4:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CAMEL_2_HUMP]&lt;br /&gt;
 	[DEFAULT:SOLO:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:2:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:3:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:4:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:HIPPO]&lt;br /&gt;
 	[DEFAULT:SOLO:0:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:3:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:3:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:ALLIGATOR]&lt;br /&gt;
 	[DEFAULT:SOLO:0:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:4:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CROCODILE_CAVE]&lt;br /&gt;
 	[DEFAULT:SOLO:0:5:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:5:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:5:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:5:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CROCODILE_SALTWATER]&lt;br /&gt;
 	[DEFAULT:SOLO:0:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:6:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:6:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:WARTHOG]&lt;br /&gt;
 	[DEFAULT:SOLO:0:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:8:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:WALRUS]&lt;br /&gt;
 	[DEFAULT:SOLO:0:9:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:9:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:9:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:9:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MOLE_DOG_NAKED]&lt;br /&gt;
 	[DEFAULT:SOLO:0:10:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:10:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:10:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:10:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MACAQUE_RHESUS]&lt;br /&gt;
 	[DEFAULT:SOLO:0:11:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:11:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:11:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:11:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GROUND_HOG]&lt;br /&gt;
 	[DEFAULT:SOLO:0:12:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:12:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:12:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:12:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MARMOT_HOARY]&lt;br /&gt;
 	[DEFAULT:SOLO:0:13:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:13:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:13:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:13:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bane18&amp;diff=43055</id>
		<title>User talk:Bane18</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bane18&amp;diff=43055"/>
		<updated>2008-07-19T23:38:24Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would be helpful if all errors are reported in here so that I can repair them A.S.A.P.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please be sure to use the &amp;quot;Show Preview&amp;quot; button instead of the &amp;quot;Save Page&amp;quot; all the time. It gets really spammy for those of us following the changes in an RSS Reader. [[User:Jippen|Jippen]] 16:01, 4 July 2008 (EDT)&lt;br /&gt;
:Been Going through your pages and editing the formatting so it looks nicer and copy/pastes easier. Also setting the images to be stored in raw/graphics/Bane18 for easy organization. Might also pass you a zip pack when I am done if you are interested. [[User:Jippen|Jippen]] 19:38, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nice. I was compiling Sphr's creatures from his example screenshots. You have way more talent than I do. I'll let you do it. These look excellent. --[[User:Gorfob|Gorfob]] 02:39, 18 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cervine.PNG&amp;diff=43050</id>
		<title>File:Cervine.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cervine.PNG&amp;diff=43050"/>
		<updated>2008-07-19T23:35:42Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forgive the lack of knowledge in formatting pages but the text below is the code for the example file, simply copy from here and paste at the bottom of the txt document.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 [TILE_PAGE:CERVINE]&lt;br /&gt;
 	[FILE:Bane18/cervine.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:4:2]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:DEER]&lt;br /&gt;
 	[DEFAULT:CERVINE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CERVINE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CERVINE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CERVINE:3:0:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:ELK]&lt;br /&gt;
 	[DEFAULT:CERVINE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:CERVINE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:CERVINE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:CERVINE:3:1:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ape.PNG&amp;diff=43146</id>
		<title>File:Ape.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ape.PNG&amp;diff=43146"/>
		<updated>2008-07-19T23:33:34Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forgive the lack of knowledge in formatting pages but the text below is the code for the example file, simply copy from here and paste at the bottom of the txt document.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 [TILE_PAGE:APE]&lt;br /&gt;
 	[FILE:Bane18/ape.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:4:5]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CHIMPANZEE]&lt;br /&gt;
 	[DEFAULT:APE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:APE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:APE:3:0:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:BONOBO]&lt;br /&gt;
 	[DEFAULT:APE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:APE:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:APE:3:1:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GORILLA]&lt;br /&gt;
 	[DEFAULT:APE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:APE:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:APE:3:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:ORANGUTAN]&lt;br /&gt;
 	[DEFAULT:APE:0:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:APE:2:3:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:APE:3:3:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MANDRILL]&lt;br /&gt;
 	[DEFAULT:APE:0:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:APE:1:4:AS_IS:DEFAULT] &lt;br /&gt;
 	[ZOMBIE:APE:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
  	[SKELETON:APE:3:4:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Gibbon.PNG&amp;diff=43515</id>
		<title>File:Gibbon.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Gibbon.PNG&amp;diff=43515"/>
		<updated>2008-07-19T23:31:29Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forgive the lack of knowledge in formatting pages but the text below is the code for the example file, simply copy from here and paste at the bottom of the txt document.&lt;br /&gt;
----&lt;br /&gt;
 [TILE_PAGE:GIBBON]&lt;br /&gt;
 	[FILE:Bane18/gibbon.bmp]&lt;br /&gt;
 	[TILE_DIM:16:16]&lt;br /&gt;
 	[PAGE_DIM:4:9]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_SIAMANG]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:0:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_WHITE_HANDED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:1:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_BLACK_HANDED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_GRAY]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:3:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_SILVERY]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_PILEATED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:5:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:5:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:5:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_BILOU]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:6:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_WHITE_BROWED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:7:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:7:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:7:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GIBBON_BLACK_CRESTED]&lt;br /&gt;
 	[DEFAULT:GIBBON:0:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:GIBBON:1:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:GIBBON:2:8:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:GIBBON:3:8:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Solo.PNG&amp;diff=43074</id>
		<title>File:Solo.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Solo.PNG&amp;diff=43074"/>
		<updated>2008-07-19T23:25:15Z</updated>

		<summary type="html">&lt;p&gt;Jippen: To make the text nice like this, simply start each line with a space, including blank lines.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forgive the lack of knowledge in formatting pages but the text below is the code for the example file, simply copy from here and paste at the bottom of the txt document.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 [TILE_PAGE:SOLO]&lt;br /&gt;
  	[FILE:example/solo.bmp]&lt;br /&gt;
  	[TILE_DIM:16:16]&lt;br /&gt;
  	[PAGE_DIM:5:14]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:RACCOON]&lt;br /&gt;
  	[DEFAULT:SOLO:0:0:AS_IS:DEFAULT]&lt;br /&gt;
  	[CHILD:SOLO:1:0:AS_IS:DEFAULT]&lt;br /&gt;
  	[ZOMBIE:SOLO:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
  	[SKELETON:SOLO:3:0:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:ELEPHANT]&lt;br /&gt;
  	[DEFAULT:SOLO:0:1:AS_IS:DEFAULT]&lt;br /&gt;
  	[CHILD:SOLO:1:1:AS_IS:DEFAULT]&lt;br /&gt;
  	[ZOMBIE:SOLO:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
  	[SKELETON:SOLO:3:1:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CAMEL_1_HUMP]&lt;br /&gt;
 	[DEFAULT:SOLO:0:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:2:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:3:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:4:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CAMEL_2_HUMP]&lt;br /&gt;
 	[DEFAULT:SOLO:1:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:2:2:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:3:2:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:4:2:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:HIPPO]&lt;br /&gt;
 	[DEFAULT:SOLO:0:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:3:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:3:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:3:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:ALLIGATOR]&lt;br /&gt;
 	[DEFAULT:SOLO:0:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:4:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:4:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CROCODILE_CAVE]&lt;br /&gt;
 	[DEFAULT:SOLO:0:5:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:5:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:5:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:5:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:CROCODILE_SALTWATER]&lt;br /&gt;
 	[DEFAULT:SOLO:0:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:6:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:6:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:6:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:WARTHOG]&lt;br /&gt;
 	[DEFAULT:SOLO:0:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:8:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:8:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:8:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:WALRUS]&lt;br /&gt;
 	[DEFAULT:SOLO:0:9:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:9:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:9:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:9:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MOLE_DOG_NAKED]&lt;br /&gt;
 	[DEFAULT:SOLO:0:10:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:10:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:10:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:10:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MACAQUE_RHESUS]&lt;br /&gt;
 	[DEFAULT:SOLO:0:11:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:11:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:11:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:11:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:GROUND_HOG]&lt;br /&gt;
 	[DEFAULT:SOLO:0:12:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:12:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:12:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:12:AS_IS:SKELETON]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE_GRAPHICS:MARMOT_HOARY]&lt;br /&gt;
 	[DEFAULT:SOLO:0:13:AS_IS:DEFAULT]&lt;br /&gt;
 	[CHILD:SOLO:1:13:AS_IS:DEFAULT]&lt;br /&gt;
 	[ZOMBIE:SOLO:2:13:AS_IS:ZOMBIE]&lt;br /&gt;
 	[SKELETON:SOLO:3:13:AS_IS:SKELETON]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bane18&amp;diff=43053</id>
		<title>User talk:Bane18</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bane18&amp;diff=43053"/>
		<updated>2008-07-04T20:01:13Z</updated>

		<summary type="html">&lt;p&gt;Jippen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would be helpful if all errors are reported in here so that I can repair them A.S.A.P.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please be sure to use the &amp;quot;Show Preview&amp;quot; button instead of the &amp;quot;Save Page&amp;quot; all the time. It gets really spammy for those of us following the changes in an RSS Reader. [[User:Jippen|Jippen]] 16:01, 4 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30424</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30424"/>
		<updated>2008-05-06T07:30:26Z</updated>

		<summary type="html">&lt;p&gt;Jippen: /* Example one: dark dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''A NEW UPDATE HAS MADE MOST OF THIS INFORMATION REDUNDANT IN REGARDS TO NEW CIVILISATIONS'''&lt;br /&gt;
&lt;br /&gt;
This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
++[EDIT 05/01/08]&lt;br /&gt;
It seems you do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. I have not had any trouble &amp;quot;swapping mods&amp;quot; using this method, but would still like verification before this section is deleted.++&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT::]' defines biomes that civs will appear in.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
NOTE: With version 32a and higher, if you use [NUISANCE] or [BABYSNATCHER] with older mods then you will get things like wyverns sneaking into your fort knocking everything over, as they're set buildingdestroyer. Just remove the line (nuisance, babysnatcher, sieger) entirely.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:3]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [ITEM_THIEF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jippen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30423</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30423"/>
		<updated>2008-05-06T07:29:27Z</updated>

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