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	<updated>2026-09-27T00:44:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher&amp;diff=107277</id>
		<title>v0.31 Talk:Butcher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher&amp;diff=107277"/>
		<updated>2010-05-07T17:53:43Z</updated>

		<summary type="html">&lt;p&gt;Kagus: /* Size and products of butchering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Size and products of butchering==&lt;br /&gt;
&lt;br /&gt;
Strangely, larger creatures do not always translate into more meat at the butcher's shop. I've noticed dogs result in 13 meat, while the much larger donkeys result in only ten meat. I'm wondering if the size indicator results in a total number of parts, with random bits like hooves and intestines being subtracted from that and the extra bits being assigned as meat and fat.&lt;br /&gt;
&lt;br /&gt;
Currently, killing dogs is more efficient for food production than killing donkeys.&lt;br /&gt;
&lt;br /&gt;
:I believe this has something to do with the physical characteristics of the particular animals.  There was a thread on the forum not too long ago where someone was experimenting with Dwarf Fortress genetics(Apparently, ''genetics actually exist in some form''), and in there it was shown that descriptive characteristics of an animal (&amp;quot;fat&amp;quot;, &amp;quot;huge&amp;quot;, &amp;quot;skinny&amp;quot;, &amp;quot;muscular&amp;quot;) alter the amount of various products from butchering.  It could be that you were looking at the butchery results of a gigantic and very muscular dog and a very skinny and weak donkey.  While the donkey may have a ''base'' meat value that's higher, the different characteristics tipped the balance.  Try butchering a number of the same type of creature, and you'll get a whole spectrum of different results returned.  --[[User:Kagus|Kagus]] 17:53, 7 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Riznar&amp;diff=107275</id>
		<title>User talk:Riznar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Riznar&amp;diff=107275"/>
		<updated>2010-05-07T17:46:50Z</updated>

		<summary type="html">&lt;p&gt;Kagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Redirect Google ==&lt;br /&gt;
I'm not sure what you mean.  When I search this wiki with google I get this:&lt;br /&gt;
&lt;br /&gt;
http://www.google.com/search?q=site%3Ahttp%3A%2F%2Fdf.magmawiki.com%2F+well&amp;amp;ie=utf-8&amp;amp;oe=utf-8&amp;amp;aq=t&amp;amp;rls=org.mozilla:en-US:official&amp;amp;client=firefox-a&lt;br /&gt;
&lt;br /&gt;
The first link goes to the place I expect it to go to.&lt;br /&gt;
&lt;br /&gt;
Can you explain further what you're doing? Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:42, 5 May 2010 (UTC)&lt;br /&gt;
:Google search seems to work fine for me on this computer and every other computer I've tried. --[[User:Briess|Briess]] 17:49, 5 May 2010 (UTC)&lt;br /&gt;
::When I searched with this query (http://www.google.com/search?hl=en&amp;amp;q=dwarf+fortress+mason&amp;amp;aq=f&amp;amp;aqi=g1g-c1g3&amp;amp;aql=&amp;amp;oq=&amp;amp;gs_rfai=)  it gave me a link that goes back to (http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Magmawiki) when I click it. --[[User:Riznar|Riznar]] 18:34, 5 May 2010 (UTC)&lt;br /&gt;
:::It's because Google is returning a link to '''magmawiki.com''' rather than '''df.magmawiki.com'''. --[[User:Quietust|Quietust]] 18:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Draltha Butcher Values==&lt;br /&gt;
You know, you don't need to be in Fort Mode in order to butcher Draltha.  Just go into the raws, find &amp;quot;creature_next_underground.txt&amp;quot;, scroll down to the Draltha entry and then remove the [ARENA_RESTRICTED] tag.  This will let you spawn them in arena mode.  The arena has functionality to instantly butcher corpses and bodyparts on the spot.&lt;br /&gt;
&lt;br /&gt;
Oh, yeah, one more thing...  Butchering amounts are affected by the physical characteristics of the creature.  All that &amp;quot;She is gigantic&amp;quot;, &amp;quot;He is belarded by hanging rolls of fat&amp;quot; stuff?  It actually means something. --[[User:Kagus|Kagus]] 17:46, 7 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Draltha&amp;diff=102384</id>
		<title>v0.31 Talk:Draltha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Draltha&amp;diff=102384"/>
		<updated>2010-05-02T22:39:30Z</updated>

		<summary type="html">&lt;p&gt;Kagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I noticed these being drawn to my unwalled farms. They did not do any damage to the farm, though they did eat mature tower caps. -- [[User:Tallyho|Tallyho]] 17:47, 2 April 2010 (UTC)&lt;br /&gt;
:Seriously?  I wasn't aware that they actually could eat tower-caps, I figured it was just flavor text (for now).  In fact, I can't find anything in the raws that would indicate that they do munch on them.  Would you mind terribly double-checking to make sure that they are, in fact, eating/removing the tower-caps?  --[[User:Kagus|Kagus]] 22:39, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I managed to catch one in a cage, I'm going to see if I can breed it and get butchering values.--[[User:Riznar|Riznar]] 21:56, 2 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=100687</id>
		<title>Dwarf Fortress Wiki talk:Manual of Style</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=100687"/>
		<updated>2010-04-29T00:40:23Z</updated>

		<summary type="html">&lt;p&gt;Kagus: /* Vanity articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss points of style, a few &amp;quot;threads&amp;quot; have been started to hit on some major issues. Please feel free to add new topics.&lt;br /&gt;
:Links to those threads would be helpful, since you're apparently referring to pre-existing discussions.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spelling ==&lt;br /&gt;
Do we use British or American spellings? Whichever we use, we should at the least be consistent. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:No, we shouldn't. This is neither a specifically British nor American game, it's an ''international'' game and so an international site. The ''only'' time such spelling needs be consistent is when it matches (or conflicts with) a game-term, or such that it's consistent within a single page. &lt;br /&gt;
&lt;br /&gt;
:I don't feel it's the job of the Admin to tell users to read and write either American or British exclusively, and thus alienate the other to any degree (however unintentionally that may be!).  Quite the opposite, we should welcome all - [[Dwarf_Fortress_Wiki:Community_Portal#X|X is for Xeniality]]! More, it's no editor's job either - as that can lead to cultural edit wars and just plain, dull petty jingoism.  I know that color and colour, flavour and flavor, and all the rest are the same - it's a wide, wide web - it's time we all get used to it. ; ) --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::By consistency, I was referring to how the game uses Armor, thus we probably shouldn't use Armour. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
:::I agree. If the game says &amp;quot;Armor,&amp;quot; then the page and all references to the concept should read &amp;quot;Armor,&amp;quot; not &amp;quot;Armour.&amp;quot; However, I don't think it's appropriate to get up in arms &amp;lt;!--har har--&amp;gt; about &amp;quot;Armour&amp;quot; if it's not referring to the in game concept -- this is a terrible example.  Flavour, if it's written somewhere, does not deserve an armed attack on all instances of the word to change it to Flavor, nor vice versa, since they're not arms.  Or something. --[[User:Briess|Briess]] 19:40, 8 April 2010 (UTC)&lt;br /&gt;
:Writing in English is hard enough for me. :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Kummahiih|Kummahiih]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::&amp;lt;nods&amp;gt;  If the term is found on the [[armor]] page, then of course it should all match - as I said above. Likewise something's referring to armor as a game concept, the item &amp;quot;plate armor&amp;quot; for instance.  But if a tangential line on the article on [[beak dog]]s reads something like &amp;quot;''they're dangerous, and can quickly mangle an unarmoured dwarf&amp;quot;'', there is no need (nor just reason) to change that.  It's not referring to the game term, it's not linking to any page, it's simply referring to the abstract strategic concept, which is the same in either spelling.   Slavish enforcement of spelling where it makes no diff is not the way to go. This wiki is not that rules-centric, and most users like it that way.--[[User:Albedo|Albedo]] 23:09, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Repetitive Intensifiers ==&lt;br /&gt;
Does &amp;quot;very, very yellow&amp;quot; offer any useful information over &amp;quot;very yellow&amp;quot;? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Does asking this question offer any, any useful information over not asking?  A rather specific question for a &amp;quot;Manual of Style&amp;quot;, especially without a specific reference or more general point to be made.  But I would hazard the guess that that particular editor found that particular phrasing both useful and mildly entertaining in that context - this wiki is not as sterile as some, nor as formal.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::These questions were mainly a starting point, to give people an idea of the sort of things that we mean when we say 'style'. And you're right, it is very specific, but I think it's a decent thing to consider, along with the use of 'literally' as a generic intensifier, etc... [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:52, 3 April 2010 (UTC)&lt;br /&gt;
:::I know what you're saying, but to try to regulate such would be a literally endless deathmarch. &amp;quot;Style&amp;quot; is personal, and some works and some doesn't, and some very cludgey stuff works when it shouldn't. I have a very wordy style, others have a very pithy, terse one, and neither is better or more or less &amp;quot;appropriate&amp;quot;. Any literally unclear or broken usage will get cleaned up on its own without our enforcement, but very, very personal style should simply be overlooked so long as it works in context.  (We have better things to do, really!) ; D  --[[User:Albedo|Albedo]] 06:01, 3 April 2010 (UTC)&lt;br /&gt;
::::Well, not right now I don't, EmiBot's current tagging job is going to take all night I think. She has to go to each page, load every link until she reaches a no page exception and then tag the page. She'll end up loading lots of pages per each actual page processed. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:06, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Humor ==&lt;br /&gt;
Does humor belong in informative articles? Where is humor acceptable? Is humor (or &amp;quot;humorous prose&amp;quot;) within an article like [[40d:carp]] useful, or does it only serve to confuse and make solid information harder to find? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Yes, depending. So long as the humour is ''either'' separate or clearly a side-product, it's fine. When a user decides to rewrite an article as their own stand-up routine, that's usually not acceptable. Adding the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' template above a comedic rant is often acceptable, but not if the sole purpose seems to be for the amusement of the editor, rather than the reader, or if it's just not relevant.  In the end, it's no diff than any other edit - some efforts are generally appreciated and accepted, and some are just &amp;quot;wrong-o&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:In short, you can't define it, you can only know it when you see it.  But Carp, in specific, have a long and highly honoured history in DF culture. And cheese. And fire, and magma, and beards, and microcline, and elephants, and cats, and migrants, and nobles, and losing, and... --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::I know that all those things have such a history, but if you're a new player reading the article on carp, you are very likely to be confused and come out unsure of what was solid info and what was hyperbole, or comedic. I think in general, the sort of stuff {{tl|D for Dwarf}} describes is what shouldn't be in informative articles, or at least not such a broad marking -- perhaps it would be better used in sections rather than at the top of an article like it often is placed? [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:56, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, the current community standards suggest that &amp;quot;Wit&amp;quot; be kept to a minimum. Missed that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
:::Having discovered this game only a year ago I'd like to say that '''every single inside joke''' on this wiki was both entertaining and part of the game experience. I relied on this wiki so much I even feel stranded a bit. Mark it with D-for Dwarf template for it to be found and I think that everything will be fine. My two cents. [[Special:Contributions/90.191.16.52|90.191.16.52]] 19:26, 8 April 2010 (UTC)&lt;br /&gt;
::::As another person who has recently found Dwarf Fortress and the wiki, I love the D-for Dwarf stuff. It provides a clue to what other players consider interesting or historic for the game, and usually gives some information on how the topic of that article can provide 'fun'.--[[Special:Contributions/66.207.88.49|66.207.88.49]] 11:56, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::When I first picked up DF about two years ago, I distinctly remember actually using the D for Dwarf category as my primary point of navigation through the wiki, and several times lamenting the lack of further pages in that style.  Much of the flavor of the game comes from the (frequently absurd) conclusions that the player base draws from observed behavior, quirks and bugs.  Generally it is easier to come to grips with the fact that your fortress has crumbled to an end after an out-of-control fire incident when you are able to chuckle to yourself about dwarfs who think there's nothing about a glowing !!sock!! that isn't totally cool and worthy of being stored in their wooden chests.  Take that away and (unless our hypothetical new player is able to independently reach the same conclusion) and all you have is yet another reason to be annoyed that the game is still in alpha. --[[User:Johntor|Johntor]] 19:46, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It should be fairly easy to distinguish fact from hyperbole/rant etc. if you use the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' tag correctly though, for example, adding the 'humorous'&amp;lt;!--SPELLING?--&amp;gt; bit at the bottom of a page, preceded by the tag. If used correctly, I believe it's acceptable. I started playing after the carp days, and still found those types of articles hilarious. --[[User:Ramperkash|Ramperkash]]&lt;br /&gt;
::: The occasional humorous bits included in the wiki here have always been one of my favorite things about dwarf fortress. I would be very sad if these were removed from the wiki. [[User:Doctorzuber|Doctorzuber]] 01:53, 8 April 2010 (UTC)&lt;br /&gt;
:I don't think (hope not) that anyone is going to delete &amp;quot;all humour&amp;quot; - that would be lame indeed. But there are recent examples where some self-appointed site Wit has added reams of quips into an article - and that's just not going to work very often. The yardstick, I think, is multifold: 1) will it muddy/confuse the facts to a newbie? And/or is the humour &amp;quot;funny&amp;quot; to the Users as a whole? It's not like the Quotes page where if one person likes it then it's pretty much there to stay.  Just as with any style, it's subject to editing.--[[User:Albedo|Albedo]] 02:50, 8 April 2010 (UTC)&lt;br /&gt;
:Perhaps we should revise the D for Dwarf template so it boxes in the D for Dwarf material? Such as &amp;lt;nowiki&amp;gt;{{D for Dwarf|My Funny Jokes About Plumbers Here}}&amp;lt;/nowiki&amp;gt; -- that way we still have our humor, but we make it significantly obvious what is meant as silliness and what is serious / factual. --[[User:Briess|Briess]] 19:36, 8 April 2010 (UTC)&lt;br /&gt;
::If you can get it to work (style-wise) on [[40d:carp]] and [[40d:fire]], then I think you've got a winner. (Those are two of the more &amp;quot;muddied&amp;quot; articles I can think of.)--[[User:Albedo|Albedo]] 23:12, 8 April 2010 (UTC)&lt;br /&gt;
:I believe humour has it's place on the DF wiki. That place is not everywhere, but it's definitely in the [[40d:carp]] article. I can't think of any hard rules on where humour is appropriate, but I'd say if the subject is a major source of [[Fun]] then it's probably okay. A more mundane subject like [[Well]] is probably best left completely straight. [[User:KFK|KFK]] 14:28, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page Format ==&lt;br /&gt;
We should have some sort of general format for pages, so that like-information appears consistently in the same spots on different pages. This might be a little harder to figure out. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:We currently do within like pages. Every creature, every stone, every workshop, every skill... um... pro'ly some other stuff, is parallel.  Truly parallel items ( [[40d:armor piece]], [[40d:trade good]]s ) are grouped under a single umbrella article, and some (like [[40d:gem]]) even listed in a table.  If an editor gets excited and confident, they can suggest/establish a format for a new category of page.  But a stone and a workshop do not have the same sort of information that needs to be communicated, so trying to establish a single format for all seems counter-productive. &lt;br /&gt;
&lt;br /&gt;
:When formating a page, you want:&lt;br /&gt;
:* A clear Intro (if the article is long).&lt;br /&gt;
:* '''Bold key words''' - anything that redirects to that article should be clearly noticeable early in the article. If in a lower section, mention it and add an internal subsection link.&lt;br /&gt;
:* Use a Table of Contents if necessary&lt;br /&gt;
:* Use graphics - tables, images, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.)&lt;br /&gt;
:: --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Along the same lines, I think it might be good to look at how some of the existing templates are designed. Specifically [[Template:Buildings]], [[Template:Creatures]] and [[Template:Workshops]] to name a few. Buildings and Creatures are both large (maybe excessively so) and none of them seem to follow the same formatting rules. I would be happy to play around with it, but I'm much more of a 'code' person rather than a 'style' person, so I'm not sure what would be a good way to reformat them. Any thoughts?--[[User:Soy|Soy]] 00:12, 7 April 2010 (UTC)&lt;br /&gt;
::::&amp;quot;Creatures&amp;quot;, for one, is going to need a work-over, as constants in 40d seem to have become variables in 31.01 - let me cogitate on it, I'll leave this page open and get back to you on it.--[[User:Albedo|Albedo]] 20:01, 7 April 2010 (UTC)&lt;br /&gt;
:::::I'm confused on the &amp;quot;constants in 40d seem to have become variables&amp;quot; comment. Could you clarify please? --[[User:Soy|Soy]] 21:00, 7 April 2010 (UTC)&lt;br /&gt;
::::::Re creatures? Did you play the prev version? There are only a few &amp;quot;constants&amp;quot; in a creature's template - most answer &amp;quot;what do you get when you butcher one?&amp;quot;  Used to be 100% predictable - now it seems highly ''un''predictable. Meat, fat - even bones. Look at any cv creature page - [[dragon]], for instance - see all those ? marks?  ''That's'' what I mean.--[[User:Albedo|Albedo]] 02:50, 8 April 2010 (UTC)&lt;br /&gt;
:::::::That's what I wanted to clear up: you're talking about [[Template:CreatureInfo]] and I'm talking about [[Template:Creatures]]. I was thinking it would make sense to break it up into sub-templates for the categories contained in [[:Category:Creatures]] e.g.: one for humanoids, animals, megabeasts, etc. For [[Template:CreatureInfo]] (the one you were considering) it would be an extremely simple process to remove those static links and allow each editor to propagate them with whatever is appropriate, maybe even a range of numbers? I'm not really sure as I wasn't considering that particular area, sorry. --[[User:Soy|Soy]] 04:39, 8 April 2010 (UTC)&lt;br /&gt;
:Oh - ''that!'' Yeah, no doubt - we'll need a new template, since the redirects go to diff creature articles. The style format should relate to how we present diff creature articles - the [[creature]] page is not to my satisfaction, and it's all inter-related. &amp;quot;Humanoids&amp;quot;? Aren't some animals half/half? In-game distinctions might be best, sim to how they're listed in the RAW's - &amp;quot;domestic animals&amp;quot; is one from 40d, and so on. Easier to list, too, since only one RAW file needs to be addressed at a time. Other approaches are certainly valid and possible.--[[User:Albedo|Albedo]] 18:52, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Use ==&lt;br /&gt;
Where should we use images, and how should we include them (where on a page)? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Wherever they are helpful, and however they look best. Again, no single rule fits all.  On the right, usually (but not always), and matched up with relevant text as much as possible. Thumbnailed down to a reasonable size (big enough to be visible/useful - if still too big, then that requires either a new pic or a text that encourages the user to &amp;quot;click to expand&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
:The guidelines for image use are simple:&lt;br /&gt;
:* Use .PNG format.&lt;br /&gt;
:* Use one of the default graphics packages, the tileset or ascii. ''(Note that the Mayday download is NOT one of these!)''&lt;br /&gt;
:* Use the default [[colour scheme]].&lt;br /&gt;
:* Make it look good.&lt;br /&gt;
:* No copyrighted material, etc etc.&lt;br /&gt;
:That's it.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No copyrighted material, is a hard thing to do though. Because in theory, any screenshots of the game are considered copyrighted, or are at the very least, in a very gray zone. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:53, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I assume it means no material that cannot be freely reproduced, i.e, either you own the copyright or it is under a creative commons license, etc. --[[User:Bombcar|Bombcar]] 20:11, 3 April 2010 (UTC)&lt;br /&gt;
::::Let's please NOT get into an amateur discussion of copyright laws.  Put 50 experienced copyright lawyers in a room, and you'll have ''more'' than 50 opinions on what the law actually states for any particular situation - and we're amateurs, and from different nations with diff laws, and this is international and national issues. Common practice is that screenshots are kosher on this wiki. And we can leave it at that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
:::::Actually, this is something we need to discuss.  in the US, any images of a copyrighted game are considered copyright by the holder of the game's copyright.  All we can claim is fair use, which is fine -- I doubt Toady One is going to sue us for using DF images.  The other consideration is that of tilesets: the creators of the tilesets still hold exclusive copyright unless they release it into the public domain or into a free license.  This brings up international considerations, however; some countries do not allow a author to release material into the public domain, and others allow third parties to pursue litigation and compensation on behalf of the copyright holder.  So, in summary, we can require that images are released into the public domain AND a free license, or just a free license if they are not images of the game itself;  otherwise, we have to require that the image is fair use for the topic at hand.  Alternatively, we could request that Toady One loosens his license in regards to screenshots of the game.  --[[User:Briess|Briess]] 22:40, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Handling template breaking of redirects? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;How do we want to handle this? For example, {{L|Furnace Operator}} doesn't work; nor does {{L|pearlash}} - you have to use {{L|ash|pearlash}} to get it to go to the right place. Note that these examples don't work on this page; see [[40d:kiln]] for examples.&amp;lt;/s&amp;gt; --[[User:Bombcar|Bombcar]] 17:56, 3 April 2010 (UTC)&lt;br /&gt;
:''(This is not a style question - reposting on Current Events.)''--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vanity articles ==&lt;br /&gt;
&lt;br /&gt;
What to do about pages like [[Asax|this]], which have no value to the game or to any other player, only to the one player (or a very few at most)?  Almost like a [[bloodline]] page.  On one hand, not hurting anything, ''and'' it's good practice if that editor ever wants to actually contribute something, you know, &amp;quot;useful&amp;quot;. But on the other, it is hurting, because it's more bandwidth for the next version change.  Meh.  Maybe just not worth the trouble to worry about either way, cost/benefit-wise. Thoughts?--[[User:Albedo|Albedo]] 01:16, 5 April 2010 (UTC)&lt;br /&gt;
:I was actually thinking about this the other day but didn't know where to discuss it. I'm all for a Community Legends category or something similar, as I believe there's a [[Cacame_Awemedinade|Cacame]] page, [[Tholtig]], [[Morul]], and I imagine Ironblood or Nist Akath will get their own page sooner or later considering their massive reputation. Obviously we'd have to watch for people arbitrarily adding tons of stuff, but I'm certainly not against it so long as it's patrolled and kept 'rare' so to speak. --[[User:Retro|Retro]] 01:33, 5 April 2010 (UTC)&lt;br /&gt;
:Oh, and for reference, the Asax page spawned from [http://www.bay12games.com/forum/index.php?topic=52295.90 here]. --[[User:Retro|Retro]] 01:42, 5 April 2010 (UTC)&lt;br /&gt;
::This page exists and can exist for the same reason that [[Boatmurdered]] can have a page.  The community decides that some things are epic - those things become community lore and thus part of the meta-game.  This is the kind of thing that the D is for Dwarf tag is for. (Also, no extra bandwidth because he should remain unversioned, and thus never need to be moved). --[[User:Squirrelloid|Squirrelloid]] 02:29, 5 April 2010 (UTC)&lt;br /&gt;
:::While there's nothing inherently unacceptable about vanity articles, and the occasional well written vanity article now and then can be a good thing (within reason), well... the Asax article in particular is just not very good. There's nothing there that's extraordinarily interesting, and there's certainly no actual content worthy of including on the wiki. It needs to be either significantly expanded (if there even is any more material to expand it with - I've not yet read the forum thread), or else deleted entirely. And I'm leaning distinctly towards the latter, as it stands. This article feels to me like the aforementioned &amp;quot;arbitrarily adding tons of stuff&amp;quot;, and that's certainly not something to be encouraged. --[[User:Morlark|Morlark]] 09:04, 6 April 2010 (UTC)&lt;br /&gt;
Well, it seems these are natural expansions from the [[forums]] - an area that I've largely dropped due to time constraints, and so remain (blissfully?) ignorant of.  And even then, some of the subforums were always of far less interest than others for me, or for any reader.  Unfortunately, there is no fair-handed way to legislate what is &amp;quot;interesting&amp;quot; and what is not.  When [[planepacked]] hit the wiki, I was bored beyond description - someone had a glitch in their game (or maybe abused the hell out an exploit for personal bragging rights), so effin what?!  But here we are.  So, looks like they stay, and the only option is to add &amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt; and/or edit them so they read better. : \  --[[User:Albedo|Albedo]] 16:02, 6 April 2010 (UTC)&lt;br /&gt;
:I think the solution to this is an umbrella page, to be frank. Not sure what all of your positions are on that, but someone could reasonably go through the D for Dwarf articles and decide which ones could just go in a 'Community Stories' page. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:24, 29 April 2010 (UTC)&lt;br /&gt;
::Personally, I don't really see a reason for having this kind of stuff here.  I find it interesting, sure, and I like reading about stories like Asax and some of the other historic figures, but I just don't feel that they have any business being here, on the Wiki.&lt;br /&gt;
&lt;br /&gt;
::It's a community subject, rather than a game subject.  As such it should be kept within the community (E.G., the Bay12 forum).  The same could be said about most of the &amp;quot;D for Dwarf&amp;quot; articles, in my opinion.  I don't really think they contribute a whole lot to the ideals behind having a Wiki, and they can actually serve to confuse a point rather than clarify it.&lt;br /&gt;
&lt;br /&gt;
::I like having those little fields on the home page for quotes and pictures from the community, but I think that's about as far as the &amp;quot;flavor&amp;quot; really needs to go here.  It was my understanding that this was supposed to be a repository for information pertaining to the base game itself, not the community that sprung up around it.  --[[User:Kagus|Kagus]] 00:40, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== in-article Capitalization ==&lt;br /&gt;
&lt;br /&gt;
Articles are all capitalized - but that doesn't mean that they're all Capitalized. In an article, we should refer to a dwarf's [[armor]], not to their [[Armor]].  This gets exceptionally annoying in, for example, lists of plants, like [[Plump helmet]]s and [[Pig tail]]s, but also when suddenly [[Gold]] appears as if it's become some sort of sports team, or perhaps we're referring to someone's lawyer by last name.  Even the &amp;quot;see also&amp;quot; at the bottom of a page? Altho' on one level it just doesn't matter, it reinforces that capitalization twitch. For example:&lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
vs. &lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
&lt;br /&gt;
I'd rather use the latter. It's not a proper noun (not even as an article name), and we're not speaking German (which does capitalize random nouns).--[[User:Albedo|Albedo]] 20:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Links should be capitalized according to standard grammatical practices. So don't link [[Like this]], link [[like this]]. [[Of course]], if the word should be capitalized, like if it's at the start of a sentence, capitalize it. Proper nouns, like [[Urist]] or [[Toady]], should of course also be capitalized. Plant names aren't proper, unless it's the plump helmet Vendorblood the Menace of Crafting, and so shouldn't be capitalized.&lt;br /&gt;
&lt;br /&gt;
:Since we can't have any simple rules, though, I think your '''See also''' example should be the former. Items in a list are treated grammatically like a sentence, and a '''See also''' section is a list of other articles to visit, even if it's only one item long. So it should be &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
: not &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster Powder]] &lt;br /&gt;
: or &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
: or, god forbid, &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster Powder]].&lt;br /&gt;
&lt;br /&gt;
:Also to further complicate things and draw this conversation into areas it probably shouldn't go, section headers should only have the first word capitalized, so it should be '''See also''', not '''See Also'''. This is neither here nor there, however, and is just a rule I picked up from Wikipedia. In general, I defer to Wikipedia practices when editing any wiki, since that's kind of the norm. --[[User:Mikaka|Mikaka]] 21:43, 6 April 2010 (UTC)&lt;br /&gt;
::Agreed, I think Wikipedia should be a general standard, unless there's a reason to change it, like our version namespaces. --[[User:Aescula|Aescula]] 21:40, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's generally considered correct for bulletted/numbered lists and tabular data to be capitalised. Obviously, if people are capitalising article titles in non-lists, or in in-line lists within a sentence then that isn't correct. But for the specific example you gave, the correct capitalisation would be:&lt;br /&gt;
&lt;br /&gt;
:'''See also:'''&lt;br /&gt;
:[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
:--[[User:Morlark|Morlark]]&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Plump_helmet_man&amp;diff=100627</id>
		<title>v0.31 Talk:Plump helmet man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Plump_helmet_man&amp;diff=100627"/>
		<updated>2010-04-28T21:10:14Z</updated>

		<summary type="html">&lt;p&gt;Kagus: Created page with '==Edible==  Has anyone actually ''verified'' that these guys can be eaten raw?  All I've seen so far is a pile of random statements and assumptions.  The only forum post containi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Edible==&lt;br /&gt;
&lt;br /&gt;
Has anyone actually ''verified'' that these guys can be eaten raw?  All I've seen so far is a pile of random statements and assumptions.  The only forum post containing &amp;quot;evidence&amp;quot; links to this page as its only source, but I doubt the credibility of this particular article.&lt;br /&gt;
&lt;br /&gt;
I have personally tested and confirmed that these guys can ''not'' be eaten in adventure mode.  If there's some peculiar change in fortress mode, I would love to hear about it.  --[[User:Kagus|Kagus]] 21:10, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=94927</id>
		<title>v0.31 Talk:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=94927"/>
		<updated>2010-04-18T07:42:30Z</updated>

		<summary type="html">&lt;p&gt;Kagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Breath Attack Usage==&lt;br /&gt;
I tested out the claim about multiple breath attacks being used simultaneously, but I didn't get the results displayed on the page.  My test subjects (some [[magma crab]]s) were given a TRAILING_VAPOR_FLOW breath attack using the same material as their standard LIQUID_GLOB attack.&lt;br /&gt;
&lt;br /&gt;
Normally, magma crabs will remain in place and simply fire glob after glob of buggy [[basalt]] due to the way that GLOB breath attacks work.  However, when I gave them the new breath attack they would charge after their target and engage in melee combat (showing the same behavior as creatures with only a FLOW type breath attack).&lt;br /&gt;
&lt;br /&gt;
Also, I noticed that they would ''not'' fire both attacks simultaneously.  It appears as though they would randomly choose one or the other breath attack while attacking, but would never use both at the same time.&lt;br /&gt;
&lt;br /&gt;
As an aside, the basalt TRAILING_VAPOR_FLOW breath attack works quite well with the weird way breath attacks are currently handled, and produces some lovely magma vapor to scorch your skin off.  All in all, a far better choice for magma crabs than their current glob attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hi&amp;quot;, by the way.  I just created an account last night, and this is my first time ever editing a wiki.  I'd love to know all the stuff I'm doing wrong.  --[[User:Kagus|Kagus]] 22:36, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Speaking of breath attacks, can we move it to somewhere more fitting?  Breath attacks really need to go into the creature tokens page or a page of their own, as it doesnt make that much sense why they would be in the syndromes page. -Commondragon&lt;br /&gt;
&lt;br /&gt;
==Toxic Materials==&lt;br /&gt;
If you assign a syndrome to a metal, make a bolt out of it and shoot it at something, will that count as &amp;quot;&amp;quot;injection&amp;quot;?&lt;br /&gt;
:Nope.  This has been discussed in a couple threads on the forum.  Solid-state materials are completely inert (testing is required for cave-in dust, but for weapons and such they won't apply the toxin at all).  You need to have a liquid or a vapor in order to get things working.  --[[User:Kagus|Kagus]] 07:42, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Treating syndromes==&lt;br /&gt;
Is there any evidence for any of the claims in this section?  The word &amp;quot;antivenin&amp;quot; doesn't appear in the raws or string dump (nor &amp;quot;antivenom&amp;quot;).  I'm pretty sure that whole section is equal parts obsolete info and fabrication. --[[User:Footkerchief|Footkerchief]] 06:34, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&amp;diff=94925</id>
		<title>v0.31 Talk:Dormitory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&amp;diff=94925"/>
		<updated>2010-04-18T07:38:46Z</updated>

		<summary type="html">&lt;p&gt;Kagus: /* Dwarf preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I ''think'' it is supposed to be a bedroom for those poor fellows not owning a proper room and barracks are not used for this anymore. But I had trouble finding out if my assumption is correct, due to the current &amp;quot;any bed is a good bed, don't care about property&amp;quot; bug [[User:Matakuka|Matakuka]] 22:37, 7 April 2010 (UTC)&lt;br /&gt;
:My dorfs slept in one when they didn't have their own bed, which I took as verification. What is this bug you speak of? That could make it impossible to verify. --[[User:Eagle0600|Eagle0600]] 01:40, 8 April 2010 (UTC)&lt;br /&gt;
::I had no dormitory, but rooms for nearly everyone. But instead of everyone going into his own room, chaos broke out. Maybe a dormitory would change it, I'll be testing it soon.[[User:Matakuka|Matakuka]] 21:03, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AV template==&lt;br /&gt;
Since dormitories are new, I'm removing the av template. [[Special:Contributions/207.114.92.10|207.114.92.10]] 23:03, 7 April 2010 (UTC)&lt;br /&gt;
:&amp;quot;This template is to be used on all pages that are game version specific.&amp;quot; If you're not sure, read the template documentation. If anything, you should use it precisely ''because'' it is new. The general rule for pages that should have the av template is: &amp;quot;Does it relate to the game? If yes, apply av.&amp;quot; --[[User:Eagle0600|Eagle0600]] 01:39, 8 April 2010 (UTC)&lt;br /&gt;
::Hmm. My bad. [[Special:Contributions/207.114.92.10|207.114.92.10]] 02:45, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== D Key ==&lt;br /&gt;
&lt;br /&gt;
It's lower-case {{k|d}}, right? --[[User:Eagle0600|Eagle0600]] 01:42, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, verify removed.  [[User:Krenn|Krenn]] 01:33, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf preferences ==&lt;br /&gt;
&lt;br /&gt;
It would seem that the dwarves don't take barracks vs dormitory as a hard rule.  I had only a barracks and civilian dwarves used it, but when I created a dormitory they started using that preferentially. I would presume that military dwarves would operate in the reverse - prefer barracks but use dormitory if no barracks space available. --[[User:Krenn|Krenn]] 01:35, 11 April 2010 (UTC)&lt;br /&gt;
:Furthermore, the barracks has military-specific options that the dorm just plain doesn't. Squads get their barracks assigned to them, so they really ''can't'' use a dorm. --[[User:Eagle0600|Eagle0600]] 06:54, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::First fortress I started in 31.01, I set up a dormitory for my little bearded laborers.  They used the beds there just fine.  Later, I turned it into a barracks.  The civvies were still perfectly fine with sleeping in those beds.  Finally, I set up a hospital zone.  It didn't matter whether I set the sleeping zone to &amp;quot;Dormitory&amp;quot; or &amp;quot;Barracks&amp;quot;, ''everyone'' slept in the hospital beds.  Weirdos...  --[[User:Kagus|Kagus]] 07:24, 17 April 2010 (UTC)&lt;br /&gt;
:::Did you test with multiple zones? When I have a hospital zone and a dormitory (no individual bedrooms), the dwarves will ONLY sleep in the dormitory, provided there are enough beds and they are not wounded. --[[User:Briess|Briess]] 07:27, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, the hospital zone was separate from the barracks/dormitory area.  Regardless of what I set the intended sleeping area to (barracks or dorm), dwarves would sleep in unused hospital beds.  The beds in the hospital weren't assigned as rooms, they were just sitting inside the hospital zone.  It should be noted that the hospital was, in general, a shorter walk for most dwarves to get to.  --[[User:Kagus|Kagus]] 07:38, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&amp;diff=94169</id>
		<title>v0.31 Talk:Dormitory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&amp;diff=94169"/>
		<updated>2010-04-17T07:24:22Z</updated>

		<summary type="html">&lt;p&gt;Kagus: /* Dwarf preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I ''think'' it is supposed to be a bedroom for those poor fellows not owning a proper room and barracks are not used for this anymore. But I had trouble finding out if my assumption is correct, due to the current &amp;quot;any bed is a good bed, don't care about property&amp;quot; bug [[User:Matakuka|Matakuka]] 22:37, 7 April 2010 (UTC)&lt;br /&gt;
:My dorfs slept in one when they didn't have their own bed, which I took as verification. What is this bug you speak of? That could make it impossible to verify. --[[User:Eagle0600|Eagle0600]] 01:40, 8 April 2010 (UTC)&lt;br /&gt;
::I had no dormitory, but rooms for nearly everyone. But instead of everyone going into his own room, chaos broke out. Maybe a dormitory would change it, I'll be testing it soon.[[User:Matakuka|Matakuka]] 21:03, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AV template==&lt;br /&gt;
Since dormitories are new, I'm removing the av template. [[Special:Contributions/207.114.92.10|207.114.92.10]] 23:03, 7 April 2010 (UTC)&lt;br /&gt;
:&amp;quot;This template is to be used on all pages that are game version specific.&amp;quot; If you're not sure, read the template documentation. If anything, you should use it precisely ''because'' it is new. The general rule for pages that should have the av template is: &amp;quot;Does it relate to the game? If yes, apply av.&amp;quot; --[[User:Eagle0600|Eagle0600]] 01:39, 8 April 2010 (UTC)&lt;br /&gt;
::Hmm. My bad. [[Special:Contributions/207.114.92.10|207.114.92.10]] 02:45, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== D Key ==&lt;br /&gt;
&lt;br /&gt;
It's lower-case {{k|d}}, right? --[[User:Eagle0600|Eagle0600]] 01:42, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, verify removed.  [[User:Krenn|Krenn]] 01:33, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf preferences ==&lt;br /&gt;
&lt;br /&gt;
It would seem that the dwarves don't take barracks vs dormitory as a hard rule.  I had only a barracks and civilian dwarves used it, but when I created a dormitory they started using that preferentially. I would presume that military dwarves would operate in the reverse - prefer barracks but use dormitory if no barracks space available. --[[User:Krenn|Krenn]] 01:35, 11 April 2010 (UTC)&lt;br /&gt;
:Furthermore, the barracks has military-specific options that the dorm just plain doesn't. Squads get their barracks assigned to them, so they really ''can't'' use a dorm. --[[User:Eagle0600|Eagle0600]] 06:54, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::First fortress I started in 31.01, I set up a dormitory for my little bearded laborers.  They used the beds there just fine.  Later, I turned it into a barracks.  The civvies were still perfectly fine with sleeping in those beds.  Finally, I set up a hospital zone.  It didn't matter whether I set the sleeping zone to &amp;quot;Dormitory&amp;quot; or &amp;quot;Barracks&amp;quot;, ''everyone'' slept in the hospital beds.  Weirdos...  --[[User:Kagus|Kagus]] 07:24, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:List_of_mods&amp;diff=93908</id>
		<title>v0.31 Talk:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:List_of_mods&amp;diff=93908"/>
		<updated>2010-04-16T20:40:37Z</updated>

		<summary type="html">&lt;p&gt;Kagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;- I've started to make this page, so sorry for not logging in during my first update. I will keep it up once more major mods arrive.&amp;quot; [[User:Deon|Deon]] 18:00, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
I just reformatted the page to look a little cleaner.  This is a temporary edit until some sort of format can be agreed upon for mod listings and information. --[[User:Kagus|Kagus]] 20:40, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=93902</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=93902"/>
		<updated>2010-04-16T20:38:46Z</updated>

		<summary type="html">&lt;p&gt;Kagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Major Mods =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1993 Genesis Mod]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous playable races, exotic animals, and dangerous hazards.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1975 Kobold Camp]==&lt;br /&gt;
'''''Current version: Alpha 0.3''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Pathos&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52540.0 Forum Thread]&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=89992</id>
		<title>v0.31:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=89992"/>
		<updated>2010-04-11T22:36:49Z</updated>

		<summary type="html">&lt;p&gt;Kagus: /* Breath Attack Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal {{L|symptoms}} over a short to long period of time, but some will clear up over time or with the assistance of a {{L|doctor}}.  A {{L|Hospital}} is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
&lt;br /&gt;
==List of syndromes&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! | Syndrome&lt;br /&gt;
! | Acquired&lt;br /&gt;
! | Short-term Symptoms&lt;br /&gt;
! | Long-term Symptoms&lt;br /&gt;
! | Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| Direct skin contact with a {{L|cave blob}}&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| Expelled from a {{L|cave floater}}.&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| Being bitten by a {{L|cave spider}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| Being bitten by a {{L|giant cave spider}}&lt;br /&gt;
| Complete paralysis&amp;lt;br/&amp;gt;'''Being eaten by the GCS'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| Touching, breathing or injecting {{L|gnomeblight}}&amp;lt;br/&amp;gt;Gnomes only.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;br/&amp;gt;Death&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| Being stung by a {{L|giant desert scorpion}}&lt;br /&gt;
| None&lt;br /&gt;
| Necrosis of the brain and nervous system&amp;lt;br/&amp;gt;Permanent paralysis, likely followed by death&lt;br /&gt;
| None&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| Being bitten by a {{L|helmet snake}}.&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron Man Cough&lt;br /&gt;
| Expelled by {{L|iron man}}&lt;br /&gt;
| Severe cough&amp;lt;br/&amp;gt;Bleeding (from the cough)&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| Being bitten by a {{L|serpent man}}&lt;br /&gt;
| Complete paralysis&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;1. [[Titan]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/titan made of blood.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Treating syndromes==&lt;br /&gt;
When a dwarf is infected with a syndrome he will be unaware of it until the first symptoms strike. At this point if he is still able to move he'll seek out a hospital where a doctor will use [[diagnosis]] to determine the syndrome. The most potent treatment for any syndrome is the application of the '''antivenin'''. Antivenin can be made at a [[Butcher's Shop]] by a dwarf with the [[Animal Dissector]] skill provided you have a living creature that produces venom on hand (note: This kills the creature in the process). Because of this requirement you likely won't have the antivenin during your dwarf's first encounter with the offending monster.&lt;br /&gt;
&lt;br /&gt;
If the doctor has the antivenin he will apply it to the wound, and the syndrome will be cured. This won't reverse any damage already caused however so time is of the essence. This also means that some antivenins (like giant cave spider antivenin) will never be used because they will completely resolve before a doctor will even see the victim.&lt;br /&gt;
&lt;br /&gt;
If the doctor doesn't have the antivenin care will become supportive, the wound will be disinfected and dressed to prevent bleeding, and if necrosis begins to set in the doctor will attempt [[surgery]] to remove the offending tissue. Mild necrosis can be excised without removing the limb, which will heal over time, but heavier necrosis can only be &amp;quot;cured&amp;quot; by amputation. This will still be necessary though, as heavily necrotic tissue will begin to bleed persistently until the dwarf either bleeds out or the limb is removed.&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched or inhaled (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) and inhaled syndromes must be inhaled in gaseous form, such as from boiling or a creature breath attack.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 time units afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/PEAK/END end it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
  CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
  SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
  PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
  LOCALIZED (Optional if the BP:BY_CATEGORY/BY_TYPE token is present)&lt;br /&gt;
This tag causes the effect to be restricted to the limb that came into contact with the contagion - ie. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion.  It's unclear how this tag functions in syndromes contracted by inhalation.&lt;br /&gt;
  BP:BY_CATEGORY/BY_TYPE:BODYPART:TISSUE (Optional if the LOCALIZED token is present)&lt;br /&gt;
Specifies a target or range of targets for the effect to manifest in.  For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts.  This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
  VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
  MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
  SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
  SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested by presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Token&lt;br /&gt;
! | Accepts Target&lt;br /&gt;
! | Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MAT_FIXED_TEMP:9001]&lt;br /&gt;
  [BOILING POINT:9000]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as MATERIAL tokens.&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
If you want to really make a creature deadly, you can give it a breath attack to shoot your neurotoxin at your hapless dwarves from range. Some of these attacks have the unfortunate side effect of preventing a critter from using its regular attacks unless the enemy is ''on the same tile.'' You decide if it's worth it.&lt;br /&gt;
&lt;br /&gt;
To use a breath attack, place something like the following anywhere in your creature entry:&lt;br /&gt;
&lt;br /&gt;
  [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:SPITTER_SPIT:SOLID_GLOB]&lt;br /&gt;
&lt;br /&gt;
The second token, LOCAL_CREATURE_MAT, references the fact that the material is defined inside the creature entry. SPITTER_SPIT is the name of the material, '''not the syndrome'''.&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Token&lt;br /&gt;
! | Description&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_GAS_FLOW&lt;br /&gt;
| Shoots a trail of gas substance at the creature. Fairly easy to dodge. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_VAPOR_FLOW&lt;br /&gt;
| Similar to the trailing gas, but easier to breathe in, and condensed, so it will collect on creatures. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_DUST_FLOW&lt;br /&gt;
| Lets out a cloud of solid dust. Buggy(?) physics cause this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_GLOB&lt;br /&gt;
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. Creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_GLOB&lt;br /&gt;
| Shoots a '''solid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_GAS&lt;br /&gt;
| Creature occasionally releases a cloud of substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_VAPOR&lt;br /&gt;
| Creature occasionally releases a cloud of substance. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_DUST&lt;br /&gt;
| Creature occasionally releases a large cloud of substance, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal. DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can use multiple breath attacks, which appear to be used at the same time{{verify}}. Using LIQUID_GLOB and TRAILING_VAPOR_FLOW will shoot a glob of liquid, with a trail of vapor marking the path. Combine and experiment!&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=89991</id>
		<title>v0.31 Talk:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=89991"/>
		<updated>2010-04-11T22:36:01Z</updated>

		<summary type="html">&lt;p&gt;Kagus: /* Breath Attack Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tested out the claim about multiple breath attacks being used simultaneously, but I didn't get the results displayed on the page.  My test subjects (some [[magma crab]]s) were given a TRAILING_VAPOR_FLOW breath attack using the same material as their standard LIQUID_GLOB attack.&lt;br /&gt;
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Normally, magma crabs will remain in place and simply fire glob after glob of buggy [[basalt]] due to the way that GLOB breath attacks work.  However, when I gave them the new breath attack they would charge after their target and engage in melee combat (showing the same behavior as creatures with only a FLOW type breath attack).&lt;br /&gt;
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Also, I noticed that they would ''not'' fire both attacks simultaneously.  It appears as though they would randomly choose one or the other breath attack while attacking, but would never use both at the same time.&lt;br /&gt;
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As an aside, the basalt TRAILING_VAPOR_FLOW breath attack works quite well with the weird way breath attacks are currently handled, and produces some lovely magma vapor to scorch your skin off.  All in all, a far better choice for magma crabs than their current glob attack.&lt;br /&gt;
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&amp;quot;Hi&amp;quot;, by the way.  I just created an account last night, and this is my first time ever editing a wiki.  I'd love to know all the stuff I'm doing wrong.  --[[User:Kagus|Kagus]] 22:36, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kagus</name></author>
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