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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gem&amp;diff=96598</id>
		<title>v0.31:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gem&amp;diff=96598"/>
		<updated>2010-04-21T04:25:50Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: Various changes. Added trading note, verified a few statements. Craft rate may be right, but it and gemcutter skill should still be tested.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
Small clusters of rough '''gems''' can be found strewn throughout the {{l|mountain}}. '''Cut gems''' can be used to {{l|encrust}} {{l|furniture}}, {{l|crafts}}, {{l|weapon}}s, {{l|armor}} and {{l|ammunition}}, to create {{l|window}}s and as a source material for {{l|legendary artifact|legendary artifacts}}.  In addition, raw {{l|rock crystal}}s are required to make crystal glass goods.&lt;br /&gt;
&lt;br /&gt;
The majority of these gems can be brought by and requested from the dwarven caravan, in both cut and rough form. Humans are capable of bringing {{l|glass}} gems, also in both forms.&lt;br /&gt;
&lt;br /&gt;
Sometimes, rough gems will be cut into {{l|craft}}s or '''large gems'''. The chance of creating a &amp;quot;large gem&amp;quot; or craft is roughly 1 in 3{{verify}}, the skill of a gem cutter does not affect this number at all{{verify}}, only the quality of the finished good produced. Note that these will ''replace'' a cut gem and cannot be used to encrust goods. Such crafts can easily reach hundreds, even thousands depending on the gem.&lt;br /&gt;
&lt;br /&gt;
If you have any bags of sand, you can also manufacture {{l|Glass|raw glass}}, which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Unverified&lt;br /&gt;
==Frequency==&lt;br /&gt;
At first glance, one might think that any and all gems found in &amp;quot;all stone&amp;quot; have a good chance to be found on/in your map, since stone is stone and your map has plenty of it. However, it ''appears'' that there is more going on than a purely random distribution, and that, on any map, a given {{l|biome}} will have one or a very few preferred or predominate type(s) of gem(s) found within it, chosen (at random?) from among all those possible and excluding (most) all others. &lt;br /&gt;
&lt;br /&gt;
So, if you find &amp;quot;pineapple opal&amp;quot; on your map, you may find a lot of it, again and again, and no other opals and few other &amp;quot;all stone&amp;quot; gems. The same pattern often appears with gems with more specific environments - altho' any of them might be found, it tends to be only one or two that dominate, even unto exclusion of all other types at times.  This needs more research, but don't be surprised when this pattern starts to look familiar.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have base {{l|item values|value}} of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a {{l|jeweler's workshop}}. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See {{l|Gem cutting}} and {{l|Gem setting}}. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
{{Colored Notice Box|#808|Colors need to be verified}}&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name={{l|Green glass}}|value=2|color={{Raw Tile|B|#080|#080}}|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name={{l|Clear glass}}|value=5|color={{Raw Tile|T|#088|#088}}|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name={{l|Crystal glass}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|amber opal}}|value=10|color={{Raw Tile|A|#880|#880}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|aventurine}}|value=3|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|banded agate}}|value=2|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|bloodstone}}|value=2|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|blue jade}}|value=2|color={{Raw Tile|D|#00F|#00F}}|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|bone opal}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|brown jasper}}|value=2|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|carnelian}}|value=2|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|cherry opal}}|value=10|color={{Raw Tile|F|#F00|#F00}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|chrysocolla}}|value=2|color={{Raw Tile|G|#0FF|#0FF}}|fwhere={{l|Malachite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|chrysoprase}}|value=2|color={{Raw Tile|H|#0F0|#0F0}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|citrine}}|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|clear tourmaline}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|dendritic agate}}|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|fire agate}}|value=2|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|fortification agate}}|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|gold opal}}|value=10|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|gray chalcedony}}|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|jasper opal}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lace agate}}|value=2|color={{Raw Tile|D|#00F|#00F}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lapis lazuli}}|value=2|color={{Raw Tile|D|#00F|#00F}}|fwhere={{l|Igneous intrusive}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lavender jade}}|value=2|color={{Raw Tile|J|#808|#808}}|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|milk opal}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|milk quartz}}|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moonstone}}|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|morion}}|value=2|color={{Raw Tile|K|#888|#888}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moss agate}}|value=2|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moss opal}}|value=10|color={{Raw Tile|B|#080|#080}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|onyx opal}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|onyx}}|value=2|color={{Raw Tile|K|#888|#888}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|picture jasper}}|value=3|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pineapple opal}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pink jade}}|value=2|color={{Raw Tile|L|#F0F|#F0F}}|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pipe opal}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|plume agate}}|value=2|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|prase opal}}|value=10|color={{Raw Tile|B|#080|#080}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|prase}}|value=2|color={{Raw Tile|B|#080|#080}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pyrite}}|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|resin opal}}|value=10|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|rock crystal}}|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|rose quartz}}|value=3|color={{Raw Tile|F|#F00|#F00}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sardonyx}}|value=2|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sard}}|value=2|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|schorl}}|value=2|color={{Raw Tile|K|#888|#888}}|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|shell opal}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|smoky quartz}}|value=2|color={{Raw Tile|A|#880|#880}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sunstone}}|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Basalt, Gneiss|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tiger iron}}|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tigereye}}|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tube agate}}|value=2|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|turquoise}}|value=2|color={{Raw Tile|D|#0FF|#0FF}}|fwhere={{l|Igneous extrusive}}, {{l|Kaolinite}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|variscite}}|value=2|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|wax opal}}|value=10|color={{Raw Tile|A|#880|#880}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|white chalcedony}}|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|white jade}}|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|wood opal}}|value=10|color={{Raw Tile|A|#880|#880}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|yellow jasper}}|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|alexandrite}}|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|almandine}}|value=20|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|amethyst}}|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|aquamarine}}|value=20|color={{Raw Tile|D|#0FF|#0FF}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|bandfire opal}}|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black opal}}|value=30|color={{Raw Tile|K|#888|#888}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black pyrope}}|value=20|color={{Raw Tile|K|#888|#888}}|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black zircon}}|value=20|color={{Raw Tile|K|#888|#888}}|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|blue garnet}}|value=30|color={{Raw Tile|N|#008|#008}}|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|brown zircon}}|value=20|color={{Raw Tile|A|#880|#880}}|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|cat's eye}}|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|chrysoberyl}}|value=20|color={{Raw Tile|H|#0F0|#0F0}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|cinnamon grossular}}|value=20|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|claro opal}}|value=20|color={{Raw Tile|D|#00F|#00F}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|clear garnet}}|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|clear zircon}}|value=25|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|crystal opal}}|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|demantoid}}|value=30|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Chromite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|fire opal}}|value=15|color={{Raw Tile|F|#F00|#F00}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|golden beryl}}|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|goshenite}}|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green jade}}|value=20|color={{Raw Tile|H|#0F0|#0F0}}|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green tourmaline}}|value=20|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green zircon}}|value=20|color={{Raw Tile|B|#080|#080}}|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|harlequin opal}}|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|heliodor}}|value=20|color={{Raw Tile|H|#0F0|#0F0}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|honey yellow beryl}}|value=20|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|indigo tourmaline}}|value=25|color={{Raw Tile|N|#008|#008}}|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|jelly opal}}|value=15|color={{Raw Tile|A|#880|#880}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|kunzite}}|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere={{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|levin opal}}|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|light yellow diamond}}|value=30|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|melanite}}|value=15|color={{Raw Tile|K|#888|#888}}|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|morganite}}|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|peridot}}|value=20|color={{Raw Tile|H|#0F0|#0F0}}|fwhere={{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pinfire opal}}|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pink garnet}}|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pink tourmaline}}|value=15|color={{Raw Tile|F|#F00|#F00}}|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|precious fire opal}}|value=20|color={{Raw Tile|F|#F00|#F00}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|purple spinel}}|value=20|color={{Raw Tile|J|#808|#808}}|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red beryl}}|value=20|color={{Raw Tile|F|#F00|#F00}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red flash opal}}|value=20|color={{Raw Tile|F|#F00|#F00}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red grossular}}|value=20|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red pyrope}}|value=20|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red spinel}}|value=20|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red tourmaline}}|value=15|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red zircon}}|value=20|color={{Raw Tile|C|#800|#800}}|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|rhodolite}}|value=20|color={{Raw Tile|J|#808|#808}}|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|rubicelle}}|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|tanzanite}}|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere={{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|topazolite}}|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|topaz}}|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|tsavorite}}|value=30|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|violet spessartine}}|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|white opal}}|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow grossular}}|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow spessartine}}|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow zircon}}|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|emerald}}|value=40|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|faint yellow diamond}}|value=40|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|ruby}}|value=40|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|sapphire}}|value=40|color={{Raw Tile|N|#008|#008}}|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|black diamond}}|value=60|color={{Raw Tile|K|#888|#888}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|blue diamond}}|value=60|color={{Raw Tile|N|#008|#008}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|clear diamond}}|value=60|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|green diamond}}|value=60|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|red diamond}}|value=60|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|star ruby}}|value=60|color={{Raw Tile|F|#F00|#F00}}|fwhere={{l|Ruby}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|star sapphire}}|value=60|color={{Raw Tile|D|#00F|#00F}}|fwhere={{l|Sapphire}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|yellow diamond}}|value=60|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can {{l|ignite}} if they come into contact with {{l|magma}}.&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in {{l|kimberlite}} (which itself only appears in {{l|gabbro}} layers) and sapphires and rubies only appear in {{l|bauxite}} (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== {{l|Glass}} ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼|#080|#000}}||{{l|bag}} full of {{l|sand}}&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼|#088|#000}}||{{l|bag}} full of {{l|sand}} + {{l|pearlash}}&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼|#FFF|#000}}||rough rock crystal + {{l|pearlash}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the {{l|glassmaking}} {{l|labor}} designated, and, just like working {{l|metal}}, it also requires {{l|fuel}} (either {{l|coke}} or {{l|charcoal}}) at a normal glass furnace, or {{l|magma}} at a magma {{l|glass furnace}}.  Like all gems, raw glass has no {{l|quality}} modifiers.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your {{l|glassmaker}}s can make from glass.  See {{l|glass}} and {{l|glass industry}} for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=95616</id>
		<title>v0.31 Talk:Prepared organs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=95616"/>
		<updated>2010-04-19T07:17:59Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Cooking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Title?==&lt;br /&gt;
&lt;br /&gt;
Would 'Butchery' suit this better? I agree that a page separate from the Butcher's Workshop is a good idea and the page is well-purposed, but Butchery... or Food Preparation even, would be better. --[[User:Retro|Retro]] 06:09, 8 April 2010 (UTC)&lt;br /&gt;
:I'm not sure this is the best name, but &amp;quot;Butchery&amp;quot; should refer more to the skill, and not one of several end-products of a labor of that skill.  (An &amp;quot;in-game&amp;quot; term is always best, esp if there's one that covers the subject adequately.)  I think we need to understand the process more - we can move the page at any time.--[[User:Albedo|Albedo]] 18:06, 8 April 2010 (UTC)&lt;br /&gt;
::There are several products. I suppose Meat might work, as they are all listed under Meat in the stocks menu. Problems with putting them under Meat or Butchery include that they are not handled in the same way as actual meat, the Butchery page can't be a catch-all for all of its products and their uses, and that we don't need 5+ pages for different forms of prepared meat that will be duplicates of each other with different names. --[[User:The Architect|The Architect]] 22:49, 8 April 2010 (UTC)&lt;br /&gt;
:::If we can verify that they have no other alternate uses (such as taming and trapping) then we can lump all of this under prepared food. --[[User:The Architect|The Architect]] 23:16, 8 April 2010 (UTC)&lt;br /&gt;
:There's no problem with an umbrella article that uses one main game term as a catch-all for similar, (semi-)parallel concepts that would be stubs otherwise. [[40d:skill]] is like this, with [[40d:profession]] redirecting to the same page - not the same, but close enough that too much would be redundant if they were split. (Sim w/ [[40d:Labor]] and [[40d:Job]], and many others.)  I haven't had enough luck hunting to make a call first hand yet (waiting for the first batch of kittens to grow up!) &amp;quot;Meat&amp;quot; could certainly work, but all other things equal &amp;quot;Prepared food&amp;quot; would be superior b/c it's an in-game term and a logical umbrella category for &amp;quot;meat&amp;quot; and everything listed here, as well as other prepared/edible items. --[[User:Albedo|Albedo]] 05:50, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
Can these be cooked now? I heard that the exclusion of meat from the kitchen menu was a bug, and was fixed in the first extermination. I don't have any way of testing right now, can anyone confirm this information? [[User:The Architect|The Architect]] 02:37, 19 April 2010 (UTC)&lt;br /&gt;
:Yes. Was fixed the same time as uncookable Quarry Bush Leaves. --[[User:Lightning4|Lightning4]] 07:17, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Refuse_stockpile&amp;diff=95615</id>
		<title>v0.31 Talk:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Refuse_stockpile&amp;diff=95615"/>
		<updated>2010-04-19T07:14:27Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specialized refuse stockpiles ==&lt;br /&gt;
How can I make them? I don't see bones, shells and so on at stockpile item types. There are only '''remains''' entry, and also '''fresh raw hide''' and '''rotten raw hide'''. Is it bug or new feature? --[[User:Peregarrett|Peregarrett]] 06:45, 19 April 2010 (UTC)&lt;br /&gt;
:You can't. They're all &amp;quot;body parts&amp;quot;. [[User:Immibis|Immibis]] 07:00, 19 April 2010 (UTC)&lt;br /&gt;
::You can probably still sort out the shells, but bones can't be effectively sorted out now. You should be able to make a shell stockpile by disabling everything except 'Turtles' and 'Cave Lobsters' under Body Parts, since I was able to keep shells out of a stockpile by disabling those two but leaving everything else on. --[[User:Lightning4|Lightning4]] 07:14, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=92973</id>
		<title>v0.31:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=92973"/>
		<updated>2010-04-15T02:31:57Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
Fishing as a feature is unchanged from 40d, however due to a lack of fish it is currently somewhat broken. &lt;br /&gt;
&lt;br /&gt;
Announcement: &amp;quot;'''There is nothing to catch in the river'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Some players report that most/all bodies of water do not produce fish. [http://www.bay12games.com/forum/index.php?topic=52217.0]. This bug will be fixed in 31.04. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=232]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=92970</id>
		<title>v0.31 Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=92970"/>
		<updated>2010-04-15T02:29:12Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have any new gems been introduced, and have gem values been verified?&lt;br /&gt;
&lt;br /&gt;
The values of many things have changed. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:The Architect|The Architect]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I personally verified the name, value, and location of every gem in the list when I imported this page from 40d. Everything that hasn't been verified has been marked with a &amp;quot;Verify&amp;quot; note, including the gem colors and a few commented-out sections at the top of the page. --[[User:Quietust|Quietust]] 21:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have found gems to be more valuable than listed. For example, although pink tourmalines are listed at a value of 15 I am finding rough pink tourmalines valued at 45, and once cut they are valued at 75. Has anyone else found this?&lt;br /&gt;
--[[User:Monk12|Monk12]] 20:00, 11 April 2010&lt;br /&gt;
:To obtain the value of an uncut gem, multiply the value of the gem as listed on the page by 3.  Multiply by 5 to obtain basic cut values.&lt;br /&gt;
&lt;br /&gt;
Glass value seems the same still. I tried to verify if crafts and large gems are still at the same rate, but I can't completely confirm yet. I got large gems, but no crafts. Roughly 1/3rd rate... I doubt anything has changed though. --[[User:Lightning4|Lightning4]] 02:29, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gem&amp;diff=92966</id>
		<title>v0.31:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gem&amp;diff=92966"/>
		<updated>2010-04-15T02:27:36Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: Confirming glass value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
Small clusters of rough '''gems''' can be found strewn throughout the {{l|mountain}}. '''Cut gems''' can be used to {{l|encrust}} {{l|furniture}}, {{l|crafts}}, {{l|weapon}}s, {{l|armor}} and {{l|ammunition}}, to create {{l|window}}s and as a source material for {{l|legendary artifact|legendary artifacts}}.  In addition, raw {{l|rock crystal}}s are required to make crystal glass goods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Unverified&lt;br /&gt;
Sometimes, rough gems will be cut into {{l|craft}}s or '''large gems'''. The chance of creating a &amp;quot;large gem&amp;quot; or craft is roughly 1 in 3, the skill of a gem cutter does not affect this number at all, only the quality of the finished good produced. Note that these will ''replace'' a cut gem and cannot be used to encrust goods. Such crafts can easily reach hundreds, even thousands depending on the gem.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
If you have any bags of sand, you can also manufacture {{l|Glass|raw glass}}, which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Unverified&lt;br /&gt;
==Frequency==&lt;br /&gt;
At first glance, one might think that any and all gems found in &amp;quot;all stone&amp;quot; have a good chance to be found on/in your map, since stone is stone and your map has plenty of it. However, it ''appears'' that there is more going on than a purely random distribution, and that, on any map, a given {{l|biome}} will have one or a very few preferred or predominate type(s) of gem(s) found within it, chosen (at random?) from among all those possible and excluding (most) all others. &lt;br /&gt;
&lt;br /&gt;
So, if you find &amp;quot;pineapple opal&amp;quot; on your map, you may find a lot of it, again and again, and no other opals and few other &amp;quot;all stone&amp;quot; gems. The same pattern often appears with gems with more specific environments - altho' any of them might be found, it tends to be only one or two that dominate, even unto exclusion of all other types at times.  This needs more research, but don't be surprised when this pattern starts to look familiar.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Unverified&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have base {{l|item values|value}} of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a {{l|jeweler's workshop}}. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See {{l|Gem cutting}} and {{l|Gem setting}}. Large gems have a base value of 10.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
{{Colored Notice Box|#808|Colors need to be verified}}&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name={{l|Green glass}}|value=2|color={{Raw Tile|B|#080|#080}}|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name={{l|Clear glass}}|value=5|color={{Raw Tile|T|#088|#088}}|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name={{l|Crystal glass}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|amber opal}}|value=10|color={{Raw Tile|A|#880|#880}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|aventurine}}|value=3|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|banded agate}}|value=2|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|bloodstone}}|value=2|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|blue jade}}|value=2|color={{Raw Tile|D|#00F|#00F}}|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|bone opal}}|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|brown jasper}}|value=2|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|carnelian}}|value=2|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
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{{Gem table row|rarity=Precious|name={{l|faint yellow diamond}}|value=40|color={{Raw Tile|A|#880|#880}}|fwhere={{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|ruby}}|value=40|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|sapphire}}|value=40|color={{Raw Tile|N|#008|#008}}|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|black diamond}}|value=60|color={{Raw Tile|K|#888|#888}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|blue diamond}}|value=60|color={{Raw Tile|N|#008|#008}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|clear diamond}}|value=60|color={{Raw Tile|E|#FFF|#FFF}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|green diamond}}|value=60|color={{Raw Tile|B|#080|#080}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|red diamond}}|value=60|color={{Raw Tile|C|#800|#800}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|star ruby}}|value=60|color={{Raw Tile|F|#F00|#F00}}|fwhere={{l|Ruby}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|star sapphire}}|value=60|color={{Raw Tile|D|#00F|#00F}}|fwhere={{l|Sapphire}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|yellow diamond}}|value=60|color={{Raw Tile|I|#FF0|#FF0}}|fwhere={{l|Faint yellow diamonds}}|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can {{l|ignite}} if they come into contact with {{l|magma}}.&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in {{l|kimberlite}} (which itself only appears in {{l|gabbro}} layers) and sapphires and rubies only appear in {{l|bauxite}} (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== {{l|Glass}} ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼|#080|#000}}||{{l|bag}} full of {{l|sand}}&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼|#088|#000}}||{{l|bag}} full of {{l|sand}} + {{l|pearlash}}&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼|#FFF|#000}}||rough rock crystal + {{l|pearlash}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the {{l|glassmaking}} {{l|labor}} designated, and, just like working {{l|metal}}, it also requires {{l|fuel}} (either {{l|coke}} or {{l|charcoal}}) at a normal glass furnace, or {{l|magma}} at a magma {{l|glass furnace}}.  Like all gems, raw glass has no {{l|quality}} modifiers.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your {{l|glassmaker}}s can make from glass.  See {{l|glass}} and {{l|glass industry}} for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9977</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9977"/>
		<updated>2008-08-11T06:10:41Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* New Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==King of the Animals?==&lt;br /&gt;
[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
&lt;br /&gt;
::::All the other types of hostile fish (e.g. longnose gar, pike, etc) are just as dangerous as carp, or were the last time I had a fort on a river infested by them (it was a &amp;quot;major river&amp;quot; which was only 4 or 5 tiles wide, had about 3 different kinds of hostile fish, and no carp). --[[User:SL|SL]] 12:06, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Solen &amp;gt; carp. Who'd win--a fish, or [http://uo.stratics.com/hunters/Pics/transpar/fireantwarrior.gif this]? ~ [[User:Midna|Midna]] 13:18, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biome/habitat==&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
&lt;br /&gt;
Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::From what I've seen, this is correct.  While starting and abandoning several fortresses trying to get the handle of making machines and other devious devices, 5 out of 5 fortresses started next to brooks generated no dangerous fish, while 3 of the 4 started next to major rivers and 2 out of 2 started on the coast had my poor dwarves molested by those vile things.  --[[User:TheUbie|TheUbie]] 01:57, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Brooks cannot contain fish because they don't exist on two z-levels, at least that's what I've seen. No fish. --[[User:Vanan|Vanan]] 00:52, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Brooks exist on z-levels the same way rivers do, however brook tiles are filled with rock which means no fish can be in them (and is why dwarves can walk on them). Channeling a brook so it shows 'real' water will cause it to occasionally get fish like all other pools of water, however large fish such as carp never seem to migrate onto the map so you won't get any of them, just the small 'vermin' fish. --[[User:BurnedToast|BurnedToast]] 00:14, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Brooks don't have &amp;quot;river&amp;quot; biome. Creatures (vermin included) are generated in biomes. That's why no goats spawn in your fortress, but olms do, if you have corridor near cave river. If you flooded entire river with magma, and then refilled it with water carp would probably respawn. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: Almost all fish do not scare dwarves, but undead versions do. [[User:Hoborobo|Hoborobo]] 07:26, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carp symbols ==&lt;br /&gt;
&lt;br /&gt;
I was only curious, since the wiki article lacked a picture, and me and some others would like to know, what does the carp look like in game. Thank you for the help beforehand.&lt;br /&gt;
:Please do sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. At any rate, the fish icon is best described as such: three quarters of an infinity sign. Plain meat has the same symbol. --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
::I'd say it looks like an alpha sign. Almost all fishes are blue-colored because they count as underwater. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Salmon are pink though [[User:Hoborobo|Hoborobo]] 06:44, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchering? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to butcher a carp, and if so what do you get from it? --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
:I've never managed it, but I've only had carp once. Next time I get them I'll cheat really fast and dam the river to see what I can do with the air-drowned carp afterwards.--[[User:Eurytus|Eurytus]] 21:56, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== New Version ==&lt;br /&gt;
&lt;br /&gt;
In the new version, I have had two fortresses right next to a river filled chock full of carp, and have yet to see a dwarf even get a scrape from one. Have they been toned down to more 'realistic' strength, or have I been obscenely lucky? --[[User:Mabmoro|Mabmoro]] 10:37, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Can you say what version it is? [[User:Hoborobo|Hoborobo]] 06:43, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I dont recall the version number, but so far in v0.28.181.39f, I havent gotten it either. None of the more recent versions have had aggressive carp, unless they were floating skeleton carp.&lt;br /&gt;
&lt;br /&gt;
::I also checked the raws- they're the same for damage... maybe its a hardcoded difference?--[[User:Mabmoro|mabmoro]] 12:50, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Rest assured, carp and other fish are still most certainly deadly. At least, at the time of the question. I can't confirm yet if 39e and 39f had any serious changes, but 39d still boasts deadly, deadly fish so I would assume the latter versions do as well.&lt;br /&gt;
It's just tricky. They don't always strike, and the dwarf actually has be standing right at the river's edge for the carp to take notice. Fisherdwarves, of course, fill this role quite nicely.&lt;br /&gt;
I've got a named carp floating in my river that's got about four kills under it's belt, as well as managed to catch and drag in a random mountain goat. That thing is evil incarnate... it won't even fall for my fishkilling trap. --[[User:Lightning4|Lightning4]] 02:10, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap&amp;diff=43890</id>
		<title>40d Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap&amp;diff=43890"/>
		<updated>2008-07-31T16:47:12Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you actually build things out of soap? I'm going to have to give this a try, and make the cleanest fortress ever. Maybe build a swimming pool out of it and force my miners to have a bath. [[User:Dangerous Beans|Dangerous Beans]] 22:07, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Bars is bars, I see no reason why not. I believe you can make things out of charcoal and ash and such, too. [[User:Bryan Derksen|Bryan Derksen]] 22:48, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Better question- will water damage or wash away a soap wall, bridge, or other object?  Hmm.  --[[User:Eddie|Eddie]] 03:24, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Based on what I've seen so far (wooden walls being untouched by magma) I beleive that water will not damage any structures made of soap, I could be terribly wrong though, just give it a try? --[[User:Eb|Eb]] 05:45, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I started a game with the intention to make a giant soap-bubble for my dwarves to live in. From this experience, I found that it takes a LONG time to even get started building anything sizeable from soap. And, unless you trade for all your lye, you'll get through a LOT of wood, too! I got bored before too long. :( --[[User:Raumkraut|Raumkraut]] 06:24, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
By any chance, does soap gain quality modifiers? If so, a fortress built from masterpiece soap would be quite valuable and clean indeed. I assume not, since soap is a bar type, but I figured I'd ask anyway. --[[User:Lightning4|Lightning4]] 12:47, 31 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18099</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18099"/>
		<updated>2008-07-31T13:44:38Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Elven Trading as of Latest Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was sieged by humans in I think 39c after a merchant's guild representative was slaughtered by a goblin ambush. [[User:Mingebag|Mingebag]] 01:07, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elves and Animals ==&lt;br /&gt;
&lt;br /&gt;
Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven warnings ==&lt;br /&gt;
&lt;br /&gt;
The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven traders ==&lt;br /&gt;
&lt;br /&gt;
I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blood Covering?==&lt;br /&gt;
&lt;br /&gt;
I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speaking with Halfmen ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
&lt;br /&gt;
== Elves as of .39c ==&lt;br /&gt;
&lt;br /&gt;
I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;br /&gt;
&lt;br /&gt;
== Elven Ambushes ==&lt;br /&gt;
&lt;br /&gt;
While they may not seige, They do preform Ambushes.&lt;br /&gt;
&lt;br /&gt;
And I noticed something quite strange...&lt;br /&gt;
&lt;br /&gt;
They ambushed with Mounts.  I saw a swarm of Unicorns heading torwards my location.  There where no unicorns on my map, so I sent my military to meet them, and when battle was engaged, it said &amp;quot;An Ambush!&amp;quot;  And, for each Unicorn, there was also an elf (on the same square)&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this in the article though.  I've been ambushed by non-mounted elves several times as well.  Maybe a new section &amp;quot;Amubsh/Seige habits?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I've seen Elves ambush on unicorns too (version 0.28.181.39e), and they had no qualms about slaughtering the puppies I had tied to chains outside -[[User:Namako|Namako]] 14:09, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Trading as of Latest Version ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that the elves are much, much more tolerant than before as to what items they will accept. So far I've successfully given them leather, bone, and shell crafts just fine. I have also tried offering them the same branch of items, and they will happily accept them. They even accept items that have blood on them. They will still reject pure wooden goods.&lt;br /&gt;
I haven't fully tested skulls, soap, or other animal byproducts yet. But if I were to hazard a guess, I would say they still will reject any item that has wood involved in it's creation, or any item with decorations of wood.&lt;br /&gt;
[[User:Lightning4|Lightning4]] 09:37, 31 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18098</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18098"/>
		<updated>2008-07-31T13:37:54Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was sieged by humans in I think 39c after a merchant's guild representative was slaughtered by a goblin ambush. [[User:Mingebag|Mingebag]] 01:07, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elves and Animals ==&lt;br /&gt;
&lt;br /&gt;
Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven warnings ==&lt;br /&gt;
&lt;br /&gt;
The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven traders ==&lt;br /&gt;
&lt;br /&gt;
I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blood Covering?==&lt;br /&gt;
&lt;br /&gt;
I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speaking with Halfmen ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
&lt;br /&gt;
== Elves as of .39c ==&lt;br /&gt;
&lt;br /&gt;
I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;br /&gt;
&lt;br /&gt;
== Elven Ambushes ==&lt;br /&gt;
&lt;br /&gt;
While they may not seige, They do preform Ambushes.&lt;br /&gt;
&lt;br /&gt;
And I noticed something quite strange...&lt;br /&gt;
&lt;br /&gt;
They ambushed with Mounts.  I saw a swarm of Unicorns heading torwards my location.  There where no unicorns on my map, so I sent my military to meet them, and when battle was engaged, it said &amp;quot;An Ambush!&amp;quot;  And, for each Unicorn, there was also an elf (on the same square)&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this in the article though.  I've been ambushed by non-mounted elves several times as well.  Maybe a new section &amp;quot;Amubsh/Seige habits?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I've seen Elves ambush on unicorns too (version 0.28.181.39e), and they had no qualms about slaughtering the puppies I had tied to chains outside -[[User:Namako|Namako]] 14:09, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Trading as of Latest Version ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that the elves are much, much more tolerant than before as to what items they will accept. So far I've successfully given them leather, bone, and shell crafts just fine. It sounds like they will still reject wooden goods, however. They're still tree-nazis as always&lt;br /&gt;
[[User:Lightning4|Lightning4]] 09:37, 31 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33247</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33247"/>
		<updated>2008-04-09T17:10:46Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Won't Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33246</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33246"/>
		<updated>2008-04-09T17:09:22Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* DwarfCompanion Fails to load (inexplicably) 0.10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33220</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33220"/>
		<updated>2008-02-26T19:04:01Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Won't Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33216</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33216"/>
		<updated>2008-02-24T00:23:37Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Lightning4&amp;diff=36225</id>
		<title>User:Lightning4</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Lightning4&amp;diff=36225"/>
		<updated>2008-01-30T03:43:49Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: just a little story of my most recent fortress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a little short story of my most recent fortress adventure. Was totally not expecting a ruin, and didn't expect them to spot my dwarves that fast. It soon became a fight for survival. It was chaos. Zombies, skeletons, and dark gnomes running every which way. Those little bastards got away with some food too.&lt;br /&gt;
&lt;br /&gt;
== Story of Grandsilver ==&lt;br /&gt;
A band of seven dwarves were riding a wagon passed through a dense forest. Shorast Knifeblazed lead the group, riding the camel at the head of the band. In the wagon were the other six, Vabok Drinkringed, a miner; Zasit Apering, another miner; Edem Spearpaddle, the farmer; Rigoth Shellsoar, the cook; Cog Charmglazed, the metalsmith; and Albel Paddleran, the woodworker.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, there it is, lads! The Tragic Tower. A bit unimpressive, eh? Well no matter, we will call this place home!&amp;quot;, Shorast Knifeblazed announced to the rest of the expedition. The hardy group of seven had set off from the safety of the Mountainhomes some time ago, in pursuit of glory and carving themselves a name amongst the legends of the present era. There was Shorast Knifeblazed at the head of the wagon, riding a camel. She considered herself to be the leader of this group, having led the hardy band a great distance through the untamed wilds. Vabok Drinkringed, who had the skills to dig into the earth, was driving the wagon. Vabok was actually the leader of this expedition, but he had engaged in a fierce argument with Shorast. Only his friend, the other miner known as Zasit Apering, managed to calm him down and keep things from turning sour. Zasit had been his friend for many years before. She had a level head and was not afraid to voice her opinions when emotions were in a state of unrest.&lt;br /&gt;
&lt;br /&gt;
Cog Charmglazed sat in the back of the wagon, brooding over what materials may lay in the mountain for her to forge with. She snapped to attention from her daydream and looked towards the horizon, something peculiar catching her eye.&lt;br /&gt;
&amp;quot;Do you see something, Cog?&amp;quot;, said Edem, taking notice of Cog's sudden distraction. &amp;quot;Yes... I see some strange... constructs on the horizon. They look like towers built into the mountainside.&amp;quot; replied Cog.&lt;br /&gt;
&amp;quot;Towers!? That can't be. I double-checked this location. There are no known goblin fortresses in the location!&amp;quot; snapped Vabok, overhearing the conversation. &amp;quot;They don't look like goblin towers. I can't tell from here but they look like they're partially in ruin.&amp;quot;, said Cog, as she squinted towards the towers, attempting to discern them.&lt;br /&gt;
&amp;quot;Well, I don't think they'll be anything to worry about then. Once we get our base of operations set up, we can explore them further. For now, let's start looking for the best spot for our plans.&amp;quot; replied Shorast, also overhearing the conversation.&lt;br /&gt;
The wagon was slowly treading up to to the mountainside. The mountain was only barely that. To most dwarves, this rocky outcropping could barely qualify as a hill, let alone a full fledged mountain, yet Shorast and Vabok believed there was value to this place.&lt;br /&gt;
&amp;quot;Do you believe this place is really cursed?&amp;quot; Rigoth piped up.&lt;br /&gt;
&amp;quot;Hah! Don't let superstitious beliefs get in the way of our goal, Rigoth!&amp;quot; laughed Shorast. &amp;quot;I don't believe this place is as dangerous as the myths say.&amp;quot;&lt;br /&gt;
But suddenly, a movement in the distance caught the attention of all the dwarves. As they drove past, they saw short, strange little humanoids peering around a cliff at them. They were short, with fiery red eyes and a twisted, scowling complexion.&lt;br /&gt;
&amp;quot;Pah. Dark gnomes... foul little things. Looks like these creatures are no myth. I suppose we should keep an eye on our food.&amp;quot; sneered Shorast.&lt;br /&gt;
Another strange feeling was starting to overcome the dwarves as they drove into the rocky terrain. The air itself felt oppressive and had an aura of tension and anxiety. It was low at first and hardly noticible, so no-one said a word of it.&lt;br /&gt;
&lt;br /&gt;
The wagon soon came to a stop in a shallow depression in the mountain, and the dwarves set foot on the mountain. The feeling of tension in the air was becoming stronger. The stronger dwarves shrugged it off, but all said not a word, the eerie silence remaining unbroken as they prepared to unpack the wagon.&lt;br /&gt;
Suddenly, a shrill scream pierced the silence. All of the dwarves nearly jumped in fright and looked around in the encroaching mist. One of the foul little creatures ran past. But what the dwarves saw chasing the being worried them indeed. A walking abomination... the living dead. A skeleton had given pursuit &lt;br /&gt;
&lt;br /&gt;
into one of the gnomes. It stopped for a moment and looked directly at the intrepid band, but then ran in pursuit of its quarry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is not good. This is not good at all&amp;quot; said Albel, gripping his axe. He was the woodcutter, carrying the only true weapon of the group. &amp;quot;What if there are more of them...&amp;quot;&lt;br /&gt;
&amp;quot;Don't worry. If that... thing... attacks us, we'll defend ourselves. We should start getting the fortress planned out faster.&amp;quot; replied Vabok, attempting to calm down Albel.&lt;br /&gt;
&lt;br /&gt;
The dwarves split up and began to do their tasks. Albel, as the dwarf wielding the only weapon, was keeping watch over the band while the rest did their tasks. Vabok and Zasit marked out the spots where the plans would go and began to dug. Rigoth and Edem collected plants from the nearby forest. Cog and Shorast helped with the unloading.&lt;br /&gt;
Soon, the band met up again at the wagon. But something startling became apparent. The cook, Rigoth was missing. The band scanned the misty horizon, but could not find any sight of her. But then, Albel spotted movement. He motioned for the attention of the other dwarves and pointed. Something stepped into view.&lt;br /&gt;
It was a skeleton. Covering its cold, dead hands was a spattering of fresh blood. The mist cleared behind the skeleton. Just off in the distance lay the body of Rigoth, still and devoid of life in a pool of blood.&lt;br /&gt;
&lt;br /&gt;
The dwarves looked on in a mix of fear and anger. Moans and rattles were becoming apparent behind them... they looked, and there they saw many of the walking damned. Zombies shuffled towards them, arms outstretched. Skeletons ran past, charging full speed towards the dwarves. The fight for survival had begun.&lt;br /&gt;
Albel charged in, bravely defending his compatriots with his axe, while they dealt with other threats. He clashed with a skeleton, hacking at it mercilessly. &lt;br /&gt;
&lt;br /&gt;
Despite his lack of skill in using the axe as a weapon, he still managed to do some damage...&lt;br /&gt;
But then the fiend landed a powerful blow on Albel, letting loose a sickening crunch. His hand became useless and his lower body throbbed with pain as he fell to the ground. He kept his axe in a defensive position, warding off the skeleton's further attacks.&lt;br /&gt;
&amp;quot;HELP!&amp;quot; cried Albel, with as much strength as he could muster. The walking damned were advancing on him fast, but it was not yet Albel's time. No sooner had he yelled when his allies charged towards his position, hacking the damned creature to bits, and warding off the other foul undead.&lt;br /&gt;
Shorast looked down and offered to lift up Albel. &amp;quot;Are you alright?&amp;quot;&lt;br /&gt;
&amp;quot;That beast... it landed a terrible blow on my body. I'm afraid I have some broken bones. I can't stand...&amp;quot; Albel sternly replied. &amp;quot;But I will fight to the last.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves turned around, with Albel mustering his strength into a crawl. They attacked a large group of the walking dead. Unfortunately, one of the beasts landed a lucky blow on metalsmith Cog. Her hand was broken and she fell to the ground. The skeleton moved in and unleashed its fury on Cog, beating her mercilessly until she moved no more.&lt;br /&gt;
&lt;br /&gt;
By now, they had felled many of the creatures, and had earned some weapons. Among the fallen damned was a zombie mace lord, whose mace was put to better use by one of the band. A skeletal swordsman was spotted in the distance. Four of the dwarves went after it, but Shorast fell behind to deal with an ambushing skeleton. Shorast fought with determination... she saw her allies coming to help her and renewed her vigor. But then a sharp pain filled her body. She fell onto her back, clutching her stomach, and the beast let loose a terrible blow into her abdomen. She yelped a cry of pain, and then fell silent.&lt;br /&gt;
Vabok saw what had happened and froze. He realized that despite their differences and arguments, they still made quite the formidable pair. Now he was alone in leading the band...&lt;br /&gt;
&lt;br /&gt;
The surviving dwarves, Vabok, Zasit, Edem, and Albel rallied together. Vabok was about to announce to the group, but could not find the will to speak. &lt;br /&gt;
However, he and the others knew what they must do... they will survive. They must survive now, and avenge the deaths of their brethren. Vabok kneeled by Shorast and closed her lifeless eyes, then stood to his feet and raised his mace. A large group of the abominations charged at them. With determination in their hearts and fury guiding their weapons, they smashed the rotting husks until they ceased to move. They knew now that they must not become seperated, lest another get caught by ambush and fall.&lt;br /&gt;
&lt;br /&gt;
The four charged, Albel with the group, mustering all of his willpower to move his broken body. Although he had been injured, he had struck a grave blow against one of the foul creatures. He earned knew he had accomplished a great deed and earned himself a title, alongside the farmer Edem.&lt;br /&gt;
They mercilessly beat down the abominations. There were no skeletons left now, only zombies. All were tired, but all knew that they must destroy these creatures to have any hope of surviving this ordeal.&lt;br /&gt;
&lt;br /&gt;
The team of dwarves were out of breath, on the brink of total exhaustion. Before them stood the last zombie. With an effortless blow, Edem caved the fiends skull in, sending it flying off a cliff. The feeling of tension and dread left the air.&lt;br /&gt;
The dwarves were victorious. They lowered their weapons and surveyed the carnage. Twenty of the walking dead lay in various states of disarray and decomposition, scattered to the earth. Many of the strange little gnomes lay, scattered and dead from dwarf and undead alike. Even Shorast's camel had managed to destroy one of the beasts, earning itself a name, although the accompanying horse died early in the ordeal.&lt;br /&gt;
&lt;br /&gt;
Vabok turned to the group. &amp;quot;We have done it... we have avenged our friends. Now, we will honor them by carving out a Fortress here worthy of legends. Their deaths are sad indeed, but they gave their lives for the defense of our dream, our goal. We shall call it... Grandsilver. It will forever be known as the site where a band of seven had encountered an army of the dead, and lived to tell the tale. I will lead us to victory over this cursed mountain!&amp;quot; Vabok raised his pick and struck the mountain, followed by Zasit. Edem and Albel nodded in agreement. &amp;quot;Grandsilver. It will be known across the face of this land as the mightiest and wealthiest stronghold. May Armok guide us!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_adaptation&amp;diff=32339</id>
		<title>40d Talk:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_adaptation&amp;diff=32339"/>
		<updated>2008-01-13T09:09:48Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does cave adaptation lessen with increased exposure outside, or is the adaptation permanent? --[[User:n9103|n9103]] 11:48, 17 Dec 2007 (PST)&lt;br /&gt;
:I have found that after a while the dwarves will stop vomiting while outside. I dont know wheter they still have unhappy thoughts. --[[User:Kingzilla|Kingzilla]] 15:35, 17 December 2007 (EST)&lt;br /&gt;
:I recall Toady mentioning on IRC some time back that cave adapted dwarves are supposed to recover from cave adaptation after a period outside. He didn't seem sure if it was functional though, but I think it might be... [[User:Lightning4|Lightning4]] 04:09, 13 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5872</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5872"/>
		<updated>2007-12-31T13:35:41Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: slight addition to goblin ruler as a thief.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin &amp;quot;snatchers&amp;quot; may arrive and attempt to kidnap any children they come across. They are quite stealthy (better than kobolds, anyway) and can get well into your fortress before being discovered. After a few attempts goblin master thieves will start showing up – besides being generally more competent, these can also evade traps. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding beak dogs as cavalry.&lt;br /&gt;
&lt;br /&gt;
Goblins carry somewhat valuable gear.  They often wear silk or plant fiber clothing, sometimes they wear [[steel]] armor that can be melted down, and some may have steel weapons and crossbow bolts.  Goblin clothing is considered &amp;quot;narrow&amp;quot; and dwarves cannot wear it.  Goblin bones and skulls are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into practice [[bolts]] and the skulls crafted into [[totems]].&lt;br /&gt;
&lt;br /&gt;
== Living among them ==&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. If you take on this challenge, be careful in choosing a starting position; if your wagon starts inside the stronghold, your dwarves will probably come to a brief and bloody end. Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers.&lt;br /&gt;
&lt;br /&gt;
Because the goblin master thieves can avoid your traps, it's useful to chain a few war dogs at the entrance. Cage traps also seem to be more effective than other traps at catching those sneaking goblin masters.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
If starting in a goblin fort you should definitely ditch your anvil. If you have a soil level you can probably get by bringing less food and less booze, thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of meat. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26834</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26834"/>
		<updated>2007-12-31T13:31:49Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Value of ICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26833</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26833"/>
		<updated>2007-12-31T13:31:41Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Value of ICE */  whoops, remembered this fort doesn't have anyone who can tell the value of items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2.&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26832</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26832"/>
		<updated>2007-12-31T13:30:38Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Value of ICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Honestly, I have no idea. Ice boulders are worthless. But in wall-form, I would assume at the very least they are worth 1, if not 2. They must have some sort of worth since they can be smoothed and engraved. [[User:Lightning4|Lightning4]] 08:30, 31 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24136</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24136"/>
		<updated>2007-12-31T03:46:12Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Still bugged? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=10&amp;amp;t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
:I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --[[User:Eagle of Fire|Eagle of Fire]] 14:16, 26 November 2007 (EST)&lt;br /&gt;
::Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--[[User:Another|Another]] 15:42, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
 i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
&lt;br /&gt;
:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;br /&gt;
::Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 21 November 2007 (EST)&lt;br /&gt;
:Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works.  Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. [[User:Lightning4|Lightning4]] 22:45, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Siege as a blockade == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for &amp;quot;seat&amp;quot; or &amp;quot;sitting.&amp;quot;[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault.&amp;quot; --wikipedia &lt;br /&gt;
&lt;br /&gt;
A siege isn't just a blind charge into your cage traps, either.  &lt;br /&gt;
[[User:Moller|Moller]] 14:38, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Best way to counter sieges?==&lt;br /&gt;
So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) &lt;br /&gt;
Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--[[User:Eagle of Fire|Eagle of Fire]] 14:47, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24135</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24135"/>
		<updated>2007-12-31T03:45:26Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Still bugged? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=10&amp;amp;t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
:I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --[[User:Eagle of Fire|Eagle of Fire]] 14:16, 26 November 2007 (EST)&lt;br /&gt;
::Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--[[User:Another|Another]] 15:42, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
 i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
&lt;br /&gt;
:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;br /&gt;
::Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 21 November 2007 (EST)&lt;br /&gt;
:Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works.  Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. [[User:Lightning4|Lightning4]] 22:45, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Siege as a blockade == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for &amp;quot;seat&amp;quot; or &amp;quot;sitting.&amp;quot;[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault.&amp;quot; --wikipedia &lt;br /&gt;
&lt;br /&gt;
A siege isn't just a blind charge into your cage traps, either.  &lt;br /&gt;
[[User:Moller|Moller]] 14:38, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Best way to counter sieges?==&lt;br /&gt;
So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) &lt;br /&gt;
Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--[[User:Eagle of Fire|Eagle of Fire]] 14:47, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9243</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9243"/>
		<updated>2007-12-30T03:49:36Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Picky Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after wrestling practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanos, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Farmers won't farm==&lt;br /&gt;
Version F. Farmers will not plant seeds in a farm plot. They do have Farming (fields) in their labor menu, and the farms are accessible and have been set to have seeds planted in them. Am I missing something?--[[User:Smoking Gnu|Smoking Gnu]] 12:47, 24 December 2007 (EST)&lt;br /&gt;
:It may sound trivial but do you have seeds that are required to plant and are not currently ordered to be moved between stockpiles? And did you check square by square that all tiles of your farm are &amp;quot;inside dark subterranean&amp;quot;? One of the most obscure reason that may cause such behaviour is drying up of all mud under the farm (in case it is not a soil farm).&lt;br /&gt;
&lt;br /&gt;
==Miners Stuck==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
# Walls made by rewalling start out smoothed, but cannot be engraved.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
It is also common for digging/item placement to start with the tile to the right of the dwarf, even if the path is closer using another direction.  Keep this in mind when placing floodgates or digging out areas where you could paint yourself in a corner.&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
== Dwarves ignore animals killed by marksmen ==&lt;br /&gt;
When your marksmen kill animals the animals are not considered usable by the dwarves and are left on the ground until they rot.&lt;br /&gt;
&lt;br /&gt;
== Squad issue == &lt;br /&gt;
&lt;br /&gt;
Making a new military squad via v + p + a not always shown with Squads &amp;quot;x&amp;quot; (no squads nearby - message)until z level is changed.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love Conquers All ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sticky Keys==&lt;br /&gt;
Sometimes when you are scrolling on the map the keys will seem to stick, and you will keep scrolling forever. This happens when you release a key out of the order in which it was pressed.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
*{{key|8}}&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*No key pressed.&lt;br /&gt;
&lt;br /&gt;
After holding the above keys you will continue going up until you press the following or {{key|Alt}}+{{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*{{key|8}}&lt;br /&gt;
&lt;br /&gt;
This will clear out the pressed key flag in the game.&lt;br /&gt;
&lt;br /&gt;
:I've found if you merely press the direction key of the scrolling on the numpad this scrolling stops.  No need to fiddle with the shift or in what order the shift key is pressed.--[[User:Mylon|Mylon]] 17:35, 13 November 2007 (EST)&lt;br /&gt;
::That won't work if you were using shift to accelerate your move speed. You have to tap the key with shift pressed to clear out the shift+key then press just key to clear it out as well.--[[User:Ikkonoishi|Ikkonoishi]] 21:38, 13 November 2007 (EST)&lt;br /&gt;
:Switch Numlock off, fixes it for me --[[User:AdaIsDead|AdaIsDead]] 18:59, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Thawing stairs==&lt;br /&gt;
I have a brook that freezes in the winter. Awesome. I dug a down-stairs down into it and started diggin about in the ice. When the thaw came, the ice broke up and the flow resumed, but the stairs remained. Unfortunetly, this is on the old version .32a [[User:HeckRuler|HeckRuler]] 17:44, 15 November 2007 (EST)&lt;br /&gt;
: It persists in .33b. [[User:Crash|Crash]] 15:31, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Picky Elves==&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive, although gabbro and orthoclase are igneous rocks that form by the cooling of magma and were never actually alive. Hence, it's a bug.&lt;br /&gt;
&lt;br /&gt;
:Are you sure that the items are not just simply decorated with bone or shell? This would cause the elves to reject them. I have traded gabbro just fine in all of the versions so far. [[User:Lightning4|Lightning4]] 22:49, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Rags and Riches==&lt;br /&gt;
Clothing is completely bugged, in that as clothes wear out, dwarves will get unhappy thoughts from the fact, without ever doing anything about it.  They will occasionally claim new clothes as they become available, but will often simply wear the new clothes over the nasty rags which are giving them unhappy thoughts.  It is much better to simply never provide clothes for dwarves and let their clothes rot off once and for all.  Dwarves get no unhappy thoughts from being naked, and this stops the constant unhappiness from wearing old clothes.&lt;br /&gt;
:Thanks for the advice at the end. One nudist colony coming right up! --[[User:Jackard|Jackard]] 07:59, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Destructive spring==&lt;br /&gt;
It seems either freezing water destroys floor hatches under it. This leaves the hatches (and mechanisms) next to, or to the bottom of the hole once the ice thaws and creates a waterfall.&lt;br /&gt;
[[User:Shiona|Shiona]] 26. November 2007&lt;br /&gt;
:It also destroys wells over it. Maybe not really a bug?&lt;br /&gt;
&lt;br /&gt;
==Too tired to sleep==	 &lt;br /&gt;
If a wounded dwarf continually falls unconscious due to their wounds, it will disrupt their sleep, so they eventually go mad of sleep deprivation.&lt;br /&gt;
:Should be checked. In 32a, I played with my sherif who was a wounded retired hunter. He kept falling unconscious due to brain injury which never healed, and it really looked like falling unconscious was taken as some part of sleep in itself. I noticed often that unit going to sleep, falling uncouncious, then doing 2-3 other tasks when he waked up and went to his quarter to sleep again. Of course, it made for him some very short sleep patterns, so he was often going in for sleep and hardly ever finished a sleep cycle. --[[User:Eagle of Fire|Eagle of Fire]] 01:06, 18 November 2007 (EST)&lt;br /&gt;
It is mentioned on official Reported Bugs page: &amp;quot;000360 □ [dwarf mode][jobs][healthcare]    dwarf attempting to rest cancels rest job when unconcious and bed is used by others, dwarf becomes tired and unhappy&amp;quot;. I can add that in current version it happens every time and does not correlate with other dwarves using the same bed. It looks like in versions .33a - .33c, .33f - onward you can reinstall rest job by deconstructing or forbidding the bed under the dwarf.--[[User:Another|Another]] 18:45, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Robber Barons==&lt;br /&gt;
If the trade depot is destroyed after the caravan has unloaded all of their stuff becomes yours. The traders don't seem to mind this, and merely complain about not having somewhere to unload their (empty) wagons/pack beasts.&lt;br /&gt;
&lt;br /&gt;
=Fixed Bugs=&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
(fixed in 0.27.169.33f)&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole. (If you only designate channels on un-mined squares, this won't happen, as the dwarves seem to mine both levels' tiles out at the same time)&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
:Dwarves can channel underneath them. --[[User:Jackard|Jackard]] 08:04, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
(fixed in 0.27.169.33f)&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Progressive Aristocracy ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33f)&lt;br /&gt;
While no other dwarf can have a same-sex consort, the King ''can'' arrive with a King Consort.&lt;br /&gt;
:Monarch's prerogative, I say. Royalty often marries for political reasons rather than love.--[[User:Trukkle|Trukkle]] 02:08, 22 November 2007 (EST)&lt;br /&gt;
:Isn't a King consort female?  Just like a Queen consort would be male.--[[User:Maximus|Maximus]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
::No. A Queen Consort is female, a Queen's consort is male. -- [[User:Zaratustra|Zaratustra]] 00:57, 23 November 2007 (EST)&lt;br /&gt;
:::Shouldn't the King Consort be more properly called the Prince Consort? -- [[User:NPComplete|NPComplete]] 10:29, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Outpost liason ==&lt;br /&gt;
&lt;br /&gt;
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.&lt;br /&gt;
&lt;br /&gt;
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''&lt;br /&gt;
&lt;br /&gt;
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the &amp;quot;ground floor.&amp;quot; (edit by: Rabid Llama)''&lt;br /&gt;
&lt;br /&gt;
''I had a meeting place outdoors and this still happened. It doesn't matter where the meeting takes place. Assuming you can get the meeting to actually occur - which takes some work - if it doesn't properly conclude, the liason will be stuck. (edit by: Captain Failmore)''&lt;br /&gt;
&lt;br /&gt;
''Oh, also, for the meeting to even take place or properly conclude, your broker has to have ALL OTHER LABOR turned off. Leave their labors off until the meeting concludes in full. (That is, you've been 'shown the documents' twice and the liaison wishes you well before leaving.) If you let the meeting conclude in full without assigning labor to your broker (who may and probably will wander about aimlessly for some time while the meeting is taking place for reasons I don't know) the liaison WILL leave.&lt;br /&gt;
&lt;br /&gt;
==A Time To Wait==&lt;br /&gt;
(fixed in 0.27.169.33f) Sieges completely do not work, and goblins will just mill around aimlessly at the edge of the map waiting for your dwarves to come and kill them.  Toady has said something about the AI for sieges being broken.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get the goblins to approach by sacrificing a dwarf.  Send him near enough for them to notice him, then have him withdraw.  Note that if he is a soldier, you need to set the military option &amp;quot;squad stays close to station&amp;quot; for him to withdraw instead of charging the goblins.  It may be easier to remove him from the military so that he will flee, but this stands the chance that he will not notice the goblins until he is full of arrows.&lt;br /&gt;
&lt;br /&gt;
==Bottomless Waterskin==&lt;br /&gt;
(explicitly fixed in 0.27.169.33d)&lt;br /&gt;
Whenever my soldiers fill their water from the well, it is always stagnant, even though it's connected directly to the fresh-water brook. They seem to be unsatisfied with this, so they return to the well and fill it again with stagnant water. They continue to do this, and seeing as the waterskin seems to have no limit, they carry around 300+ cups of useless water, which slows them down considerably. It's possible to undraft them and have them dump the flasks, but then I don't know how I can have them carry water around.&lt;br /&gt;
&lt;br /&gt;
== You and what army? ==&lt;br /&gt;
(fixed in 0.27.169.33b by capping number of dwarves in reclaim squad)&lt;br /&gt;
Reclaiming a fortress built next-to/beneath/near a goblin or kobold colony will cause all the items in said monster colony to be counted toward your fortress wealth, and will cause a ridiculous number of dwarves to be spawned in the reclaim squad, often over 150. This would make overrunning the goblin/kobold fort much easier, at least, but is still a bug.&lt;br /&gt;
&lt;br /&gt;
== Fatal crash on embark ==&lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple Mayors ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, ability to designate leader was also removed?)&lt;br /&gt;
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.&lt;br /&gt;
&lt;br /&gt;
From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --[[User:Gorfob|Gorfob]] 22:35, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite [[Blood]] aka Wipe your feet==&lt;br /&gt;
(temporary? fix in 0.27.169.33b by autocleaning all tiles at end of each season)&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
related:  not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - &amp;quot;such and such cancels job - can't find path x23490872340982734098273409283&amp;quot;, just like empty archer traps in old-school df.  any help?  or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?&lt;br /&gt;
&lt;br /&gt;
::For both problems, try designating a single dwarf to cleaning jobs only. Let me know if that helps, because I had similar problems but the blood was dealt with eventually and cleaned. [[User:Schm0|Schm0]] 11:58, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.&lt;br /&gt;
&lt;br /&gt;
==Sew plant fiber image crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
Ordering plant fiber image in Clothier's Shop reliably crashes the game.&lt;br /&gt;
:Fixed, according to the dev blog.--[[User:Mylon|Mylon]] 17:36, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buff Swimmers==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
All creatures get stat boosts by training up skills.  This is normal.  Aquatic creatures can train swimming simply by being on the map.  This leads to some very buff carp or lizardmen or other creatures if they've been in water for a significant amount of time.&lt;br /&gt;
:According to the dev blog, this has been fixed.&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole  ==	 &lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
Wells crash the game now and then.&lt;br /&gt;
&lt;br /&gt;
In 33a, I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, one or the other. --arr&lt;br /&gt;
&lt;br /&gt;
==Trading crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, had to do with seed prices)&lt;br /&gt;
Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure  ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 instead of dividing, in the case of metal bolts).&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
At [[Talk:Galena]] a bug is mentioned that apparently gives you fewer metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33178</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33178"/>
		<updated>2007-12-27T14:27:49Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updated Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
33g&lt;br /&gt;
&lt;br /&gt;
Which means it's time to update those values.  And save the world with the power of a babbling dog! :D&lt;br /&gt;
&lt;br /&gt;
http://img184.imageshack.us/img184/7919/straydognz6.jpg&lt;br /&gt;
&lt;br /&gt;
--[[User:Corbine|Corbine]] 05:26, 23 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33177</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33177"/>
		<updated>2007-12-27T14:23:38Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7 places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7 (the first 2.7) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7 seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updated Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
33g&lt;br /&gt;
&lt;br /&gt;
Which means it's time to update those values.  And save the world with the power of a babbling dog! :D&lt;br /&gt;
&lt;br /&gt;
http://img184.imageshack.us/img184/7919/straydognz6.jpg&lt;br /&gt;
&lt;br /&gt;
--[[User:Corbine|Corbine]] 05:26, 23 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33176</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33176"/>
		<updated>2007-12-27T14:23:00Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7 places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7 places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7 seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updated Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
33g&lt;br /&gt;
&lt;br /&gt;
Which means it's time to update those values.  And save the world with the power of a babbling dog! :D&lt;br /&gt;
&lt;br /&gt;
http://img184.imageshack.us/img184/7919/straydognz6.jpg&lt;br /&gt;
&lt;br /&gt;
--[[User:Corbine|Corbine]] 05:26, 23 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_setter&amp;diff=24246</id>
		<title>40d:Gem setter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_setter&amp;diff=24246"/>
		<updated>2007-12-26T12:07:34Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #6f6&lt;br /&gt;
| skill      = Gem Setter&lt;br /&gt;
| speciality = Gem Setter&lt;br /&gt;
| profession = Jeweler&lt;br /&gt;
| job name   = [[Gem setting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Encrust with ''gem name''&lt;br /&gt;
 | workshop = [[Jeweler's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gem setter''' is a dwarf with a high profession level in encrusting goods and furniture with [[gem]]s. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated goods more valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_cutting&amp;diff=27342</id>
		<title>40d:Gem cutting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_cutting&amp;diff=27342"/>
		<updated>2007-12-26T12:03:38Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: Redirecting to Gem cutter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gem cutter]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_cutting&amp;diff=27341</id>
		<title>40d:Gem cutting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_cutting&amp;diff=27341"/>
		<updated>2007-12-26T12:03:18Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: making this a redirect to gem cutter, since that appears to be the new skill page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gem Cutter]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crafts&amp;diff=28587</id>
		<title>40d:Crafts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crafts&amp;diff=28587"/>
		<updated>2007-12-26T11:59:30Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: added materials, and detailed gem crafts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crafts''' are a group of items made specifically by a [[craftsdwarf]]. These include rings, amulets, bracelets, scepters, and crowns.&lt;br /&gt;
&amp;lt;br&amp;gt;Crafts can be made from [[stone]], [[wood]], [[leather]], [[cloth]], [[bone]], [[shell]]s, and [[gem]]s. However, gem crafts cannot be made normally, instead they are an uncommon product of cutting [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
You cannot specify what a craftsdwarf will make, but one resource can often produce two or three different items. The chance of multiple crafts being produced from one resource is increased with the craftsdwarve's skill.&lt;br /&gt;
&lt;br /&gt;
[[Stonecrafting]] is an easy way to make [[export]] goods, as your [[stone crafter]] will have access to tons of [[stone]] in a typical fortress. Although a basic [[stone]] craft is worth very little, many of these can be made and will not be denied by traders. This is also a good way to attain a legendary stonecrafter.&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_cutter&amp;diff=13141</id>
		<title>40d:Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_cutter&amp;diff=13141"/>
		<updated>2007-12-26T11:51:23Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: small change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #6f6&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| speciality = Gem Cutter&lt;br /&gt;
| profession = Jeweler&lt;br /&gt;
| job name   = [[Gem cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
 | workshop = [[Jeweler's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is a dwarf with a high profession level in cutting [[gem]]s. A high level of gem cutting allows a dwarf to cut gems faster, and results in higher quality large gems and gem crafts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27629</id>
		<title>40d Talk:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27629"/>
		<updated>2007-12-02T00:36:01Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed that actual trades do not affect the Apprasial Skill. Instead, When the Broker actually goes to the depot when the Merchants are there, the skill increases. It seems like when I start a new fortress, if I use a dwarf without appraisal skill, he'll already have Dabbling Appraiser before I actually trade goods. Anyone else notice this? --[[User:Wahnsinniger|Wahnsinniger]] 12:58, 19 November 2007 (EST)&lt;br /&gt;
:I thought the appraiser skill was only really used to be able to see the price of the goods when you trade? Thus, it doesn't have much use in itself, it's simply pretty neat to actualy know accuratly what you're trading for and against in term of price. --[[User:Eagle of Fire|Eagle of Fire]] 13:50, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed this as well. Further, it appears that only the first dwarf to examine a given set of trade goods will gain skill. --&lt;br /&gt;
&lt;br /&gt;
I think the statement that &amp;quot;Selecting items to trade doesn't give skill&amp;quot; is incorrect, and actually ''is'' giving skill. I recently selected a whole slew of items with my non-legendary mayor/trader, but noticed I didn't have enough to afford all the caravan's goods so backed out of the trade window... then I noticed he just hit legendary. I could be mistaken and he had already been legendary before he got to the depot, but I'm fairly sure he wasn't. [[User:Lightning4|Lightning4]] 19:35, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27628</id>
		<title>40d Talk:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27628"/>
		<updated>2007-12-02T00:35:40Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed that actual trades do not affect the Apprasial Skill. Instead, When the Broker actually goes to the depot when the Merchants are there, the skill increases. It seems like when I start a new fortress, if I use a dwarf without appraisal skill, he'll already have Dabbling Appraiser before I actually trade goods. Anyone else notice this? --[[User:Wahnsinniger|Wahnsinniger]] 12:58, 19 November 2007 (EST)&lt;br /&gt;
:I thought the appraiser skill was only really used to be able to see the price of the goods when you trade? Thus, it doesn't have much use in itself, it's simply pretty neat to actualy know accuratly what you're trading for and against in term of price. --[[User:Eagle of Fire|Eagle of Fire]] 13:50, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed this as well. Further, it appears that only the first dwarf to examine a given set of trade goods will gain skill. --&lt;br /&gt;
&lt;br /&gt;
I think the statement that &amp;quot;Selecting items to trade&amp;quot; is incorrect, and actually ''is'' giving skill. I recently selected a whole slew of items with my non-legendary mayor/trader, but noticed I didn't have enough to afford all the caravan's goods so backed out of the trade window... then I noticed he just hit legendary. I could be mistaken and he had already been legendary before he got to the depot, but I'm fairly sure he wasn't. [[User:Lightning4|Lightning4]] 19:35, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Map_legend&amp;diff=7752</id>
		<title>40d:Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Map_legend&amp;diff=7752"/>
		<updated>2007-11-29T07:32:06Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tile Colors==&lt;br /&gt;
The colors of a map tile may give information about that region's predominant biome: its temperature, alignment, and other handy things. Cyan or blue means the area is &amp;quot;good&amp;quot; aligned. Purple and grey/red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White tiles indicate snow. &lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
&lt;br /&gt;
Tiles are listed in by alignment, with regular tiles first, then haunted, then good aligned tiles, and then evil tiles.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name&lt;br /&gt;
! Regular&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| '''''Forests'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Broadleaf Forest'''&lt;br /&gt;
Broadleaf forests change tiles with the seasons.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFF00|#FF0000}}&lt;br /&gt;
|{{Biome|╞|╡|#808000|#808000}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|{{Biome|♠|♣|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FFFF|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Tropical Broadleaf Rainforest'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|Γ|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Conifer Forest'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|↑|↨|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#800080|#FF00FF}}&lt;br /&gt;
|} &lt;br /&gt;
|-&lt;br /&gt;
|'''''Mountains'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hills'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Low Mountain'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∆|∆|#808080|#808080}}&lt;br /&gt;
|{{Biome|∆|∆|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∆|∆|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∆|∆|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mountain]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|{{Biome|▲|▲|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''High Mountain'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|{{Biome|▲|▲|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Peak'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF00FF|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#800080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Volcano]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Plains'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Savanna'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrubland'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#008080|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Deserts'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sand Desert'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock Desert'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert Badlands'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|V|√|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Wetlands'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#008000|#008000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#0000FF|#0000FF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}} &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Ice Biomes'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|·|●|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|·|●|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|·|●|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Glacier'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|░|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Water'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''River'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#0000FF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#00FFFF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#00FFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#FF0000|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#808000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Ocean'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#000080|#000080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Pond'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|~|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Delta'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈─|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sites ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''[[Elf|Elven]] retreats'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|î|#FFFF00|#000000}}&lt;br /&gt;
|{{Raw Tile|¶|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Human]] cities and towns'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|+|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|*|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|#|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|☼|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dwarf|Dwarven]] mountainhomes and fortresses'''&lt;br /&gt;
Lighter colored fortresses and towns are more populous.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Ω|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#C0C0C0|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Goblin]] and [[kobold]] fortresses'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Π|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Π|#FF00FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Cave'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|●|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|μ|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Migrants'''&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|-|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Map_legend&amp;diff=7751</id>
		<title>40d:Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Map_legend&amp;diff=7751"/>
		<updated>2007-11-29T07:31:07Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Legend */  Added new alignment tiles and corrected a few incorrect tiles. This page still needs a lot of work. Grey/red biomes are evil, and maybe a special &amp;quot;savage&amp;quot; tag for the savage forests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tile Colors==&lt;br /&gt;
The colors of a map tile may give information about that region's predominant biome: its temperature, alignment, and other handy things. Cyan or blue means the area is &amp;quot;good&amp;quot; aligned. Purple and grey/red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White tiles indicate snow. &lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
&lt;br /&gt;
Tiles are listed in by alignment, with regular tiles first, then haunted, then good aligned tiles, then evil tiles, and finally savage tiles.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name&lt;br /&gt;
! Regular&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| '''''Forests'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Broadleaf Forest'''&lt;br /&gt;
Broadleaf forests change tiles with the seasons.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFF00|#FF0000}}&lt;br /&gt;
|{{Biome|╞|╡|#808000|#808000}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|{{Biome|♠|♣|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FFFF|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Tropical Broadleaf Rainforest'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|Γ|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Conifer Forest'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|↑|↨|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#800080|#FF00FF}}&lt;br /&gt;
|} &lt;br /&gt;
|-&lt;br /&gt;
|'''''Mountains'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hills'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Low Mountain'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∆|∆|#808080|#808080}}&lt;br /&gt;
|{{Biome|∆|∆|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∆|∆|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∆|∆|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mountain]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|{{Biome|▲|▲|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''High Mountain'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|{{Biome|▲|▲|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Peak'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF00FF|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#800080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Volcano]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Plains'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Savanna'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrubland'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#008080|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Deserts'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sand Desert'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock Desert'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert Badlands'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|V|√|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Wetlands'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#008000|#008000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#0000FF|#0000FF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}} &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Ice Biomes'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|·|●|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|·|●|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|·|●|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Glacier'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|░|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Water'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''River'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#0000FF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#00FFFF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#00FFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#FF0000|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#808000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Ocean'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#000080|#000080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Pond'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|~|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Delta'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈─|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sites ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''[[Elf|Elven]] retreats'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|î|#FFFF00|#000000}}&lt;br /&gt;
|{{Raw Tile|¶|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Human]] cities and towns'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|+|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|*|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|#|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|☼|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dwarf|Dwarven]] mountainhomes and fortresses'''&lt;br /&gt;
Lighter colored fortresses and towns are more populous.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Ω|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#C0C0C0|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Goblin]] and [[kobold]] fortresses'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Π|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Π|#FF00FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Cave'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|●|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|μ|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Migrants'''&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|-|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fluffy_wambler&amp;diff=26234</id>
		<title>40d Talk:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fluffy_wambler&amp;diff=26234"/>
		<updated>2007-11-20T18:25:13Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This should not simply be deleted. Why not make this a redirect to a relevant page? --[[User:Turgid Bolk|Turgid Bolk]] 16:33, 13 November 2007 (EST)&lt;br /&gt;
:I agree. This page contains useful and interesting information, and should not be deleted. There doesn't seem to be a relevant page into which this information can be merged. Perhaps it would be worth creating a 'List of vermin' page? Either way, I'll leave it for now, and if nobody disagrees with this then I'll remove the deletion tag. --[[User:Morlark|Morlark]]&lt;br /&gt;
::I think I found [http://en.wikipedia.org/wiki/Doug_Wamble what a fluffy wambler is]. He's fluffy, right?[[User:Schm0|Schm0]] 21:35, 13 November 2007 (EST)&lt;br /&gt;
::I agree that there should be a 'List of vermin' page, with some tidbits of information on each (habitat, alignment, edibility) and that this page shouldn't be deleted until it can be made a redirect. --[[User:Alfador|Alfador]] 00:38, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So we are using a picture of a pokemon as a picture? ([[User:Keilden|Keilden]] 05:42, 20 November 2007 (EST))&lt;br /&gt;
: Yes. Yes we are. --[[User:GauHelldragon|GauHelldragon]] 13:17, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::As if they're a pokemon. They're really [http://en.wikipedia.org/wiki/Tribble_(Star_Trek) tribbles]. [[User:Lightning4|Lightning4]] 13:25, 20 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25996</id>
		<title>40d:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25996"/>
		<updated>2007-11-16T21:55:26Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Surface Rivers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Surface Rivers ==&lt;br /&gt;
&lt;br /&gt;
Rivers are found on the surface of world maps. They vary in width and depth, some being more wide and some being more deep than others. They often flow through deep canyons or just across the flat surface of a level. On levels with cliffs, [[waterfall|waterfalls]] may be found.&lt;br /&gt;
&lt;br /&gt;
'''Major rivers, Minor rivers, Streams and Brooks'''''&lt;br /&gt;
&lt;br /&gt;
On the surface of the world you can find four different types of rivers. &lt;br /&gt;
&lt;br /&gt;
*Major Rivers are distinguished by a different symbol than just a &amp;quot;-&amp;quot; instead they are an &amp;quot;=&amp;quot; some worlds have no Major Rivers so they can be considered quite valuable. Usually they have minor river tributaries and can often feed large lakes. The difference (if any) between major and minor rivers has yet to be discovered. However major rivers are beleived to lower the fps/&lt;br /&gt;
&lt;br /&gt;
*Minor Rivers are dark blue and usually have tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Streams are light blue and often converge with other streams, and have some tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*[[Brook]]s are not visible on the region map. They are the smallest flowing body of water that can be found ingame. Brooks have a special water designation, dwarves and other units are capable of walking through a brook. Brooks are very common, almost every tile around a stream or larger river will have a brook running through it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Watersystems01.jpg|298px|thumb|Different sorts of rivers in action]]&lt;br /&gt;
&lt;br /&gt;
== Underground Rivers ==&lt;br /&gt;
&lt;br /&gt;
An underground river is, obviously, a river found underground. They are hard to find in the current version of Dwarf Fortress, particularly because you are not guaranteed to have one in your map.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to find a cave river, you can use it as the basis of an [[underground forest]] operation.&lt;br /&gt;
&lt;br /&gt;
== Other Important Facts ==&lt;br /&gt;
&lt;br /&gt;
*Rivers presumably contain an unlimited amount of water and cannot be drained.&lt;br /&gt;
*Rivers often contain an abundance of [[fishing|fish]].&lt;br /&gt;
*See [[water]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25995</id>
		<title>40d:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25995"/>
		<updated>2007-11-16T21:51:00Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Surface Rivers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Surface Rivers ==&lt;br /&gt;
&lt;br /&gt;
Rivers are found on the surface of world maps. They vary in width and depth, some being more wide and some being more deep than others. They often flow through deep canyons or just across the flat surface of a level. On levels with cliffs, [[waterfall|waterfalls]] may be found.&lt;br /&gt;
&lt;br /&gt;
'''Major rivers, Minor rivers, Streams and Brooks'''''&lt;br /&gt;
&lt;br /&gt;
On the surface of the world you can find four different types of rivers. &lt;br /&gt;
&lt;br /&gt;
*Major Rivers are distinguished by a different symbol than just a &amp;quot;-&amp;quot; instead they are an &amp;quot;=&amp;quot; some worlds have no Major Rivers so they can be considered quite valuable. Usually they have minor river tributaries and can often feed large lakes. The difference (if any) between major and minor rivers has yet to be discovered. However major rivers are beleived to lower the fps/&lt;br /&gt;
&lt;br /&gt;
*Minor Rivers are dark blue and usually have tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Streams are light blue and often converge with other streams, and have some tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*[[Brook]]s are the smallest flowing body of water that can be found ingame. They are not visible on the region map. Brooks have a special water designation, dwarves and other units are capable of walking through a brook. Brooks are very common, almost every tile around a stream or larger river will have a brook running through it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Watersystems01.jpg|298px|thumb|Different sorts of rivers in action]]&lt;br /&gt;
&lt;br /&gt;
== Underground Rivers ==&lt;br /&gt;
&lt;br /&gt;
An underground river is, obviously, a river found underground. They are hard to find in the current version of Dwarf Fortress, particularly because you are not guaranteed to have one in your map.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to find a cave river, you can use it as the basis of an [[underground forest]] operation.&lt;br /&gt;
&lt;br /&gt;
== Other Important Facts ==&lt;br /&gt;
&lt;br /&gt;
*Rivers presumably contain an unlimited amount of water and cannot be drained.&lt;br /&gt;
*Rivers often contain an abundance of [[fishing|fish]].&lt;br /&gt;
*See [[water]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25994</id>
		<title>40d:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25994"/>
		<updated>2007-11-16T21:50:42Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Surface Rivers */  fixed a few things I missed. removed redundancy and moved redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Surface Rivers ==&lt;br /&gt;
&lt;br /&gt;
Rivers are found on the surface of world maps. They vary in width and depth, some being more wide and some being more deep than others. They often flow through deep canyons or just across the flat surface of a level. On levels with cliffs, [[waterfall|waterfalls]] may be found.&lt;br /&gt;
&lt;br /&gt;
'''Major rivers, Minor rivers, Streams and Brooks'''''&lt;br /&gt;
&lt;br /&gt;
On the surface of the world you can find four different types of rivers. &lt;br /&gt;
&lt;br /&gt;
*Major Rivers are distinguished by a different symbol than just a &amp;quot;-&amp;quot; instead they are an &amp;quot;=&amp;quot; some worlds have no Major Rivers so they can be considered quite valuable. Usually they have minor river tributaries and can often feed large lakes. The difference (if any) between major and minor rivers has yet to be discovered. However major rivers are beleived to lower the fps/&lt;br /&gt;
&lt;br /&gt;
*Minor Rivers are dark blue and usually have tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Streams are light blue and often converge with other streams, and have some tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*[[Brooks]] are the smallest flowing body of water that can be found ingame. They are not visible on the region map. Brooks have a special water designation, dwarves and other units are capable of walking through a brook. Brooks are very common, almost every tile around a stream or larger river will have a brook running through it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Watersystems01.jpg|298px|thumb|Different sorts of rivers in action]]&lt;br /&gt;
&lt;br /&gt;
== Underground Rivers ==&lt;br /&gt;
&lt;br /&gt;
An underground river is, obviously, a river found underground. They are hard to find in the current version of Dwarf Fortress, particularly because you are not guaranteed to have one in your map.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to find a cave river, you can use it as the basis of an [[underground forest]] operation.&lt;br /&gt;
&lt;br /&gt;
== Other Important Facts ==&lt;br /&gt;
&lt;br /&gt;
*Rivers presumably contain an unlimited amount of water and cannot be drained.&lt;br /&gt;
*Rivers often contain an abundance of [[fishing|fish]].&lt;br /&gt;
*See [[water]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:River&amp;diff=26378</id>
		<title>40d Talk:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:River&amp;diff=26378"/>
		<updated>2007-11-16T21:49:16Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the image should be edited... the light blue rivers are streams, not brooks. Brooks are actually invisible on the region map, only visible on local. Only a minor issue though, but it can cause confusion. [[User:Lightning4|Lightning4]] 16:49, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===2967067655===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;cave river&amp;quot; in seed 2967067655 is a short segment enclosed in solid rock, that comes from nowhere and &amp;quot;falls away&amp;quot; into open space at both ends - open space that doesn't extend to the level below. Is this typical of 0.27.169.33? If so, I'll have to put all my cave river plans off to a future version.  [[User:Kidinnu|Kidinnu]] 09:54, 14 November 2007 (EST)&lt;br /&gt;
:That sounds very strange. The cave rivers I've seen are sourced from a &amp;quot;mysterious area&amp;quot; and usually either continue off the map or fall off the bottom. They also tend to go through several lowerings of their elevation. Are you sure you fully explored it? [[User:VengefulDonut|VengefulDonut]] 10:03, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know where this should be mentioned, but there is a huge difference on my machine between FPS on maps with brooks and maps with rivers.  I've got a 3.4ghz and 2 gig ram, and my FPS on a map with a river drops to 15-20 right off the bat, where it stays in the high 50's until 30-40 dwarves with only a brook.&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25993</id>
		<title>40d:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25993"/>
		<updated>2007-11-16T21:47:43Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Surface Rivers */  oops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Surface Rivers ==&lt;br /&gt;
&lt;br /&gt;
Rivers are found on the surface of world maps. They vary in width and depth, some being more wide and some being more deep than others. They often flow through deep canyons or just across the flat surface of a level. On levels with cliffs, [[waterfall|waterfalls]] may be found. [[Brook]]s are more shallow than rivers and can be crossed by creatures and dwarves without a bridge.&lt;br /&gt;
&lt;br /&gt;
'''Major rivers, Minor rivers, Streams and Brooks'''''&lt;br /&gt;
&lt;br /&gt;
On the surface of the world you can find four different types of rivers. &lt;br /&gt;
&lt;br /&gt;
*Major Rivers are distinguished by a different symbol than just a &amp;quot;-&amp;quot; instead they are an &amp;quot;=&amp;quot; some worlds have no Major Rivers so they can be considered quite valuable. Usually they have minor river tributaries and can often feed large lakes. The difference (if any) between major and minor rivers has yet to be discovered. However major rivers are beleived to lower the fps/&lt;br /&gt;
&lt;br /&gt;
*Minor Rivers are dark blue and usually have tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Streams are light blue and often converge with other streams, and have some tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Brooks are the smallest flowing body of water that can be found ingame. They are not visible on the region map. Brooks have a special water designation, dwarves and other units are capable of walking through a brook. Brooks are very common, almost every tile around a stream or larger river will have a brook running through it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Watersystems01.jpg|298px|thumb|Different sorts of rivers in action]]&lt;br /&gt;
&lt;br /&gt;
== Underground Rivers ==&lt;br /&gt;
&lt;br /&gt;
An underground river is, obviously, a river found underground. They are hard to find in the current version of Dwarf Fortress, particularly because you are not guaranteed to have one in your map.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to find a cave river, you can use it as the basis of an [[underground forest]] operation.&lt;br /&gt;
&lt;br /&gt;
== Other Important Facts ==&lt;br /&gt;
&lt;br /&gt;
*Rivers presumably contain an unlimited amount of water and cannot be drained.&lt;br /&gt;
*Rivers often contain an abundance of [[fishing|fish]].&lt;br /&gt;
*See [[water]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25992</id>
		<title>40d:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=25992"/>
		<updated>2007-11-16T21:47:24Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: added fourth river type. streams were omitted, and brooks had the wrong designation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Surface Rivers ==&lt;br /&gt;
&lt;br /&gt;
Rivers are found on the surface of world maps. They vary in width and depth, some being more wide and some being more deep than others. They often flow through deep canyons or just across the flat surface of a level. On levels with cliffs, [[waterfall|waterfalls]] may be found. [[Brook]]s are more shallow than rivers and can be crossed by creatures and dwarves without a bridge.&lt;br /&gt;
&lt;br /&gt;
'''Major rivers, Minor rivers, Streams and Brooks'''''&lt;br /&gt;
&lt;br /&gt;
On the surface of the world you can find three different types of rivers. &lt;br /&gt;
&lt;br /&gt;
*Major Rivers are distinguished by a different symbol than just a &amp;quot;-&amp;quot; instead they are an &amp;quot;=&amp;quot; some worlds have no Major Rivers so they can be considered quite valuable. Usually they have minor river tributaries and can often feed large lakes. The difference (if any) between major and minor rivers has yet to be discovered. However major rivers are beleived to lower the fps/&lt;br /&gt;
&lt;br /&gt;
*Minor Rivers are dark blue and usually have tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Streams are light blue and often converge with other streams, and have some tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Brooks are the smallest flowing body of water that can be found ingame. They are not visible on the region map. Brooks have a special water designation, dwarves and other units are capable of walking through a brook. Brooks are very common, almost every tile around a stream or larger river will have a brook running through it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Watersystems01.jpg|298px|thumb|Different sorts of rivers in action]]&lt;br /&gt;
&lt;br /&gt;
== Underground Rivers ==&lt;br /&gt;
&lt;br /&gt;
An underground river is, obviously, a river found underground. They are hard to find in the current version of Dwarf Fortress, particularly because you are not guaranteed to have one in your map.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to find a cave river, you can use it as the basis of an [[underground forest]] operation.&lt;br /&gt;
&lt;br /&gt;
== Other Important Facts ==&lt;br /&gt;
&lt;br /&gt;
*Rivers presumably contain an unlimited amount of water and cannot be drained.&lt;br /&gt;
*Rivers often contain an abundance of [[fishing|fish]].&lt;br /&gt;
*See [[water]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10672</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10672"/>
		<updated>2007-11-05T06:44:20Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: /* Meeting Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activity zones are areas in which dwarves are instructed to perform specific tasks.&lt;br /&gt;
They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the chasm or over a river.&lt;br /&gt;
They are placed similarly to stockpiles, by selecting a rectangular area using {{K|Enter}} from within the {{K|i}}:Zones menu.&lt;br /&gt;
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.&lt;br /&gt;
&lt;br /&gt;
When hovering over the activity zone, you may tap {{key|a}} to enable or disable the zone.  Dwarves will not specifically avoid the zone if they wanted to go there anyway, but no further jobs related to that zone will be created.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
Water source zones are areas in which dwarves will look for water to fill buckets or to drink. &lt;br /&gt;
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]] of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to fish.&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which surrounds a [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artifically-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
==Garbage Dump==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw refuse designated by using {{k|k}} then {{k|d}}.  If a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space.  Things that are dumped are automatically marked as forbidden.  If you wish to use dumped items you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.&lt;br /&gt;
&lt;br /&gt;
You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific creatures.&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond.  You may also specify animals you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
Sand collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off.&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17723</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17723"/>
		<updated>2007-11-04T01:04:41Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: Took writeup from old wiki, modified a bit. needs some more information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A siege is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, raise the draw bridges and pray you've enough food stocks to last the winter.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to Siege'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Note: As of the current release, sieges are not functioning properly. The siege groups are content to sit at the edge of the map and wait there until some hapless dwarf wanders too close. After wiping the floor with the dwarf, they return to their spot on the edge of the map.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will attack whenever they feel like it, after your fortress reaches a certain point. Possibly triggered by fortress wealth now rather than nobles. Sometimes they will even attack when a caravan arrives.&lt;br /&gt;
&lt;br /&gt;
Come in squads of about 15 goblins each, frequently led by individual goblin weaponmasters (or even evil human mercenaries) and sometimes mounted on beak dogs, and ocassionally accompanied by up to 2 squads of 5-6 trolls. The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Trolls]] are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Unknown if humans still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Unknown if elves still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major chokepoints, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*War [[dogs]] are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege Weapons]], catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the siegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] sieges without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during a siege. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain goblins/dwarves during the siege, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[statue garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
* Lock the front [[door]]s. If you still have valuable dwarves outside looking for a way in, you might try the [[Maxwell's Demon]] approach: keep locking and unlocking doors just as dwarves arrive so as to keep as many dwarves in as possible. If you don't understand why this is called Maxwell's Demon, read [http://en.wikipedia.org/wiki/Maxwell's_demon this Wikipedia Article].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3428</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3428"/>
		<updated>2007-11-03T23:18:46Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: hoardmaster approximation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nobles are dwarves that have special duties in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations.&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators screen, accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
* [[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]]. Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&lt;br /&gt;
** [[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|u}}nits -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want accurate stock keeping: otherwise, stock numbers will be rounded to one-digit accuracy (7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000)&lt;br /&gt;
** Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
*** Further upgrades to [[grand treasurer]] at 200,000(?) fortress wealth.&lt;br /&gt;
**** Further upgrades to [[hoardmaster]] at 500,000(?) fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
** [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for animals and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;diff=14224</id>
		<title>40d:Rose gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;diff=14224"/>
		<updated>2007-11-03T12:49:59Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: added material value multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|color=#F0F|metal1_color=#770|metal2_color=yellow|name=Rose Gold|metal1=Copper|metal2=Gold|value=23&amp;amp;times;|coin=?|damage=?%&lt;br /&gt;
|uses=&lt;br /&gt;
???&lt;br /&gt;
|restrictions=&lt;br /&gt;
???&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rose gold''' is an alloy of [[gold]] and [[copper]], made at a [[smelter]].  It is made by combining three gold [[bar]]s with one copper bar, which results in four rose gold bars.&lt;br /&gt;
&lt;br /&gt;
Rose gold bars have a base [[Item value|value]] of 125.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3422</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3422"/>
		<updated>2007-11-02T05:07:54Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: Treasurer upgrade point.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nobles are dwarves that have special duties in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations.&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators screen, accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
*[[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]].  Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post - at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&lt;br /&gt;
**[[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s.&lt;br /&gt;
*[[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
*[[Outpost manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|u}}nits -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress gets sufficiently large.&lt;br /&gt;
*[[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want accurate stock keeping: otherwise, stock numbers will be rounded to one-digit accuracy (7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000)&lt;br /&gt;
**Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
***Further upgrades to [[hoardmaster]] at some unspecified point - seems to be based on wealth rather than population.&lt;br /&gt;
*[[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
**[[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10038</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10038"/>
		<updated>2007-10-31T22:11:25Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: bleh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3413</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3413"/>
		<updated>2007-10-31T22:08:07Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: Sorry, yeah I was wrong about bookkeeper. Does upgrade to Treasurer though. No outpost before it, just treasurer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The noble system has been revamped. Instead of getting gobs of useless dwarves, you can assign the administrative jobs of the fortress to any dwarf you prefer.&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators (N) screen.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
*[[Expedition Leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]].  Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post - at least while the original holder of the title remains alive.  Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&lt;br /&gt;
**[[Mayor]]: Promoted from Expedition Leader at 50 dwarves. Unlike the Expedition Leader, he requires decent housing and will make mandates.&lt;br /&gt;
*[[Outpost Broker]]: Utilizes the [[Appraiser|appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
*[[Outpost Manager]]: Utilizes the [[Organizer|organizer]] skill.  Allows the use of item build queues through the (u)nits -&amp;gt; (m)anager screen.&lt;br /&gt;
*[[Bookkeeper]]: Utilizes the [[Record Keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want accurate stock keeping: otherwise, stock numbers will be rounded to one-digit accuracy (7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000)&lt;br /&gt;
**Upgrades to [[Treasurer]]&lt;br /&gt;
*[[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
**[[Captain of the Guard]]: Promoted from the Sheriff once you reach 50 dwarves, along with the [[Mayor]]. Activates fortress guard.&lt;br /&gt;
There is substantial overlap between the Expedition Leader and the Outpost Broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=12</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=12"/>
		<updated>2007-10-31T17:06:58Z</updated>

		<summary type="html">&lt;p&gt;Lightning4: guess we don't need &amp;quot;cavern map&amp;quot; anymore, eh? Changing it to something that might be as useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width: 80%; background: #eee; border: 1px solid #aaa; border-left: 7px solid blue; padding: 0 0.5em; margin: 0 auto&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;This wiki is being prepared for the &amp;lt;strong&amp;gt;new release&amp;lt;/strong&amp;gt;. Please ensure that all information added is accurate for the new version.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;The [http://archive.dwarffortresswiki.net/index.php/Main_Page archive of the old wiki] is still available.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The New DF Version has been released!&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious hordes of [[elephants]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds]]&lt;br /&gt;
|}&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Agriculture]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Skills]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpiles]]&lt;br /&gt;
|-&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Nobles]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
|}&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Official Forums],  [http://forums.somethingawful.com/showthread.php?s=&amp;amp;threadid=2377482 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=38984 Penny-Arcade Thread]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | IRC Channels:&lt;br /&gt;
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://dwarffortress.free.fr/modules/news/ The French Wiki ], [http://band-chukei.ddo.jp/df/ The Japanese Wiki ]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lightning4</name></author>
	</entry>
</feed>