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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Phage</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-12T07:53:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=176290</id>
		<title>User:Phage/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=176290"/>
		<updated>2012-08-01T02:49:35Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
! Hmmm&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are ten times as sharp as any other material aside from obsidian|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make crossbows, ammunition and some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes=Can be used to make crossbows, ammunition and some armor and weapons|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Cloth{{!}}Plant cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Plants|notes=Can be used to make clothing|soliddensity=1.52|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=600|shearfracture=600|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Cloth{{!}}Silk cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Silk|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=1150|shearfracture=1200|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Cloth{{!}}Wool cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Hair|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10508)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=60|shearfracture=120|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explanations!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. &lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons&lt;br /&gt;
&lt;br /&gt;
See also some [[User:Shinziril#Weapons_and_Armor|outstanding research]] on armor vs. different weapon types by Shinziril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ListBox Fun==&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Macro - Select 10 in Trade Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradeselectnofood&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
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	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
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		SELECT&lt;br /&gt;
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		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Table to Play With==&lt;br /&gt;
&lt;br /&gt;
====Table of Rocks====&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||ore, special&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||ore, high-value||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||layer stone||Low-value stone||{{Raw Tile|8|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||ore, rare||Ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|¤|0:7:1}} {{Raw Tile|¤|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||ore, uncommon||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||layer stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||layer stone||Low-value stone||{{Raw Tile|8|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||layer stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||layer stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||layer stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||ore, uncommon||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||layer stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||layer stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|¦|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|¦|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||layer stone||Low-value stone||{{Raw Tile|˜|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||layer stone||High-value [[magma-safe]] stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||layer stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||ore, high-value||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|T|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||layer stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||layer stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|˜|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||layer stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||stone, special||Not workable by dwarves||{{Raw Tile|¦|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||layer stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||ore, uncommon||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moved From Talk Page==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
===playing around with wiki code again===&lt;br /&gt;
Permission? Or is this going screwy?&lt;br /&gt;
:I guess confirmed users can create discussion pages? Interesting --&amp;lt;/s&amp;gt; [[User:Phage|Phage]] 06:04, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=176289</id>
		<title>User:Phage/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=176289"/>
		<updated>2012-08-01T02:28:39Z</updated>

		<summary type="html">&lt;p&gt;Phage: +section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
&lt;br /&gt;
==ListBox Fun==&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Macro - Select 10 in Trade Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradeselectnofood&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Table to Play With==&lt;br /&gt;
&lt;br /&gt;
====Table of Rocks====&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||ore, special&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||ore, high-value||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||layer stone||Low-value stone||{{Raw Tile|8|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||ore, rare||Ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|¤|0:7:1}} {{Raw Tile|¤|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||ore, uncommon||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||layer stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||layer stone||Low-value stone||{{Raw Tile|8|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||layer stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||layer stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||layer stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||ore, uncommon||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||layer stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||layer stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|¦|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|¦|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||layer stone||Low-value stone||{{Raw Tile|˜|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||layer stone||High-value [[magma-safe]] stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||layer stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||ore, high-value||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|T|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||layer stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||layer stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|˜|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||layer stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||stone, special||Not workable by dwarves||{{Raw Tile|¦|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||layer stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||ore, uncommon||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moved From Talk Page==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
===playing around with wiki code again===&lt;br /&gt;
Permission? Or is this going screwy?&lt;br /&gt;
:I guess confirmed users can create discussion pages? Interesting --&amp;lt;/s&amp;gt; [[User:Phage|Phage]] 06:04, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=176125</id>
		<title>User:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=176125"/>
		<updated>2012-07-30T23:13:07Z</updated>

		<summary type="html">&lt;p&gt;Phage: [+link]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Links That I Use&lt;br /&gt;
|-&lt;br /&gt;
! Sub-pages&lt;br /&gt;
! Wiki-Bookmarks&lt;br /&gt;
! [[Wikipedia:Wikipedia | The Other Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Sandbox]]&lt;br /&gt;
| [[:Category:Wiki]]&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Help:Magic_words Magic Words] - MediaWiki&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Helpful Noob Links]]&lt;br /&gt;
| [[:Category:Wikiprojects]]&lt;br /&gt;
| [[Wikipedia:Wikipedia:Cheatsheet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Macros]]&lt;br /&gt;
| [[:Category:DF2012]]&lt;br /&gt;
| [[Wikipedia:Help:Wiki markup]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|[http://dwarffortresswiki.org/index.php?title=Special:RecentChanges&amp;amp;limit=500 Recent Changes, 500]&lt;br /&gt;
|}&lt;br /&gt;
==Creation==&lt;br /&gt;
Here ye go! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:20, 26 July 2012 (UTC)&lt;br /&gt;
:Thank you very much! So quick too! :) -- [[User:Phage|Phage]] 06:35, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dingo_man&amp;diff=176096</id>
		<title>v0.34:Dingo man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dingo_man&amp;diff=176096"/>
		<updated>2012-07-29T19:55:33Z</updated>

		<summary type="html">&lt;p&gt;Phage: --[rm butcher - the  ANIMAL_PERSON  tag prevents butchering, unless you're an elf.]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:34, 28 July 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dingo men''' are a species combination between a [[human|man]] and a [[dingo]]. They are savage creatures, causing job cancellations among your [[dwarf|dwarves]], though they are not very dangerous.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=176064</id>
		<title>User:Phage/Macros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=176064"/>
		<updated>2012-07-28T05:33:08Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* My Macros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=My Macros=&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Scroll down 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
lists-down10&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==From {{k|B}}uild Menu==&lt;br /&gt;
&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | This creates a 2X2 farm plot, doesn't place&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
farmplot&lt;br /&gt;
		MOVIE_PLAY&lt;br /&gt;
		OPTION16&lt;br /&gt;
		CUSTOM_P&lt;br /&gt;
		WORLD_PARAM_DIM_Y_UP&lt;br /&gt;
		WORLD_PARAM_PRESET&lt;br /&gt;
		WORLD_PARAM_REJECT_ALLOW_ALL&lt;br /&gt;
		WORLDGEN_EXPORT_MAP&lt;br /&gt;
		LEGENDS_EXPORT_MAP&lt;br /&gt;
		A_ACTION_POWER&lt;br /&gt;
		A_INV_PUTIN&lt;br /&gt;
		SETUPGAME_VIEW_PROFILE_PROBLEMS&lt;br /&gt;
		BUILDJOB_PROMOTE&lt;br /&gt;
		BUILDJOB_COFFIN_PET&lt;br /&gt;
		BUILDJOB_BED_POSITION&lt;br /&gt;
		HOTKEY_BUILDING_FARMPLOT&lt;br /&gt;
		HOTKEY_BUILDING_TRAP_TRIGGER&lt;br /&gt;
		HOTKEY_ASHERY_POTASH&lt;br /&gt;
		HOTKEY_CARPENTER_TRAP_ANIMAL&lt;br /&gt;
		HOTKEY_CRAFTS_PEARL&lt;br /&gt;
		HOTKEY_SMITH_SIEGE&lt;br /&gt;
		HOTKEY_FARMER_PROCESS&lt;br /&gt;
		HOTKEY_MILL_MILL&lt;br /&gt;
		HOTKEY_FISHERY_PROCESS&lt;br /&gt;
		HOTKEY_MASON_COFFIN&lt;br /&gt;
		STOCKPILE_WEAPON&lt;br /&gt;
		STOCKPILE_SETTINGS_PERMIT_SUB&lt;br /&gt;
		CIVZONE_POND&lt;br /&gt;
		ORDERS_FORBID_PROJECTILE&lt;br /&gt;
		ORDERS_SAMEPILE&lt;br /&gt;
		D_STOCKPILES&lt;br /&gt;
		D_HAULING_PROMOTE&lt;br /&gt;
		D_HAULING_STOP_SL_SELECT_PILE&lt;br /&gt;
		D_HAULING_STOP_LC_MODE&lt;br /&gt;
		D_NOTE_PLACE&lt;br /&gt;
		D_NOTE_POINTS&lt;br /&gt;
		ASSIGNTRADE_PENDING&lt;br /&gt;
		MANAGER_PROMOTE&lt;br /&gt;
		DESIGNATE_PLANTS&lt;br /&gt;
		UNITVIEW_PRF&lt;br /&gt;
		CUSTOMIZE_UNIT_PROFNAME&lt;br /&gt;
		D_MILITARY_POSITIONS&lt;br /&gt;
		D_SQUADS_SELECT_INDIVIDUALS&lt;br /&gt;
		D_SQUAD_SCH_PASTE_ORDERS&lt;br /&gt;
		STRING_A112&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_U&lt;br /&gt;
		WORLD_PARAM_DIM_X_DOWN&lt;br /&gt;
		WORLD_GEN_USE&lt;br /&gt;
		A_BUILDING&lt;br /&gt;
		A_LOG_FEATURE_LAYERS&lt;br /&gt;
		SETUP_LOCAL_Y_MUP&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_BUTCHER&lt;br /&gt;
		BUILDING_DIM_Y_UP&lt;br /&gt;
		BUILDING_TRIGGER_MIN_MAGMA_DOWN&lt;br /&gt;
		HOTKEY_GLASS_STATUE&lt;br /&gt;
		HOTKEY_MASON_STATUE&lt;br /&gt;
		STOCKPILE_FURNITURE&lt;br /&gt;
		STOCKPILE_SETTINGS_SPECIFIC1&lt;br /&gt;
		ORDERS_GATHER_FURNITURE&lt;br /&gt;
		D_UNITLIST&lt;br /&gt;
		ARENA_CREATURE_UNDEAD&lt;br /&gt;
		DESIGNATE_STAIR_UP&lt;br /&gt;
		D_MILITARY_SUPPLIES&lt;br /&gt;
		D_SQUAD_SCH_CIVILIAN_UNIFORM&lt;br /&gt;
		STRING_A117&lt;br /&gt;
	End of group&lt;br /&gt;
		OPTION11&lt;br /&gt;
		CUSTOM_K&lt;br /&gt;
		A_STATUS_KILLS&lt;br /&gt;
		A_TALK&lt;br /&gt;
		SETUP_LOCAL_X_MUP&lt;br /&gt;
		HOTKEY_BUILDING_KENNEL&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_CLOTHES&lt;br /&gt;
		HOTKEY_BUILDING_FURNACE_KILN&lt;br /&gt;
		BUILDING_DIM_X_UP&lt;br /&gt;
		BUILDING_TRIGGER_MAX_MAGMA_UP&lt;br /&gt;
		HOTKEY_GLASS_CRYSTAL&lt;br /&gt;
		HOTKEY_CARPENTER_COFFIN&lt;br /&gt;
		HOTKEY_LEATHER_CLOAK&lt;br /&gt;
		HOTKEY_CLOTHES_CLOAK&lt;br /&gt;
		HOTKEY_CRAFTS_SILK&lt;br /&gt;
		ORDERS_REFUSE_DUMP_OTHER&lt;br /&gt;
		ORDERS_AUTO_KITCHEN&lt;br /&gt;
		D_LOOK&lt;br /&gt;
		UNITVIEW_KILLS&lt;br /&gt;
		D_SQUADS_KILL&lt;br /&gt;
		STRING_A107&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
===Trade Screen===&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Macro - Select 10 in Trade Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradeselectnofood&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Macro - Select 20 in Trade Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradeselectnofood20&lt;br /&gt;
&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
SELECT&lt;br /&gt;
End of group&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
End of group&lt;br /&gt;
&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=176063</id>
		<title>User:Phage/Macros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=176063"/>
		<updated>2012-07-28T05:14:28Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* My Macros */ - [+macro]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==My Macros==&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Scroll down 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
lists-down10&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Macro - Select 10 in Trade Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradeselectnofood&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | With {{k|B}}build menu open, this creates a 2X2 farm plot, doesn't place&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
farmplot&lt;br /&gt;
		MOVIE_PLAY&lt;br /&gt;
		OPTION16&lt;br /&gt;
		CUSTOM_P&lt;br /&gt;
		WORLD_PARAM_DIM_Y_UP&lt;br /&gt;
		WORLD_PARAM_PRESET&lt;br /&gt;
		WORLD_PARAM_REJECT_ALLOW_ALL&lt;br /&gt;
		WORLDGEN_EXPORT_MAP&lt;br /&gt;
		LEGENDS_EXPORT_MAP&lt;br /&gt;
		A_ACTION_POWER&lt;br /&gt;
		A_INV_PUTIN&lt;br /&gt;
		SETUPGAME_VIEW_PROFILE_PROBLEMS&lt;br /&gt;
		BUILDJOB_PROMOTE&lt;br /&gt;
		BUILDJOB_COFFIN_PET&lt;br /&gt;
		BUILDJOB_BED_POSITION&lt;br /&gt;
		HOTKEY_BUILDING_FARMPLOT&lt;br /&gt;
		HOTKEY_BUILDING_TRAP_TRIGGER&lt;br /&gt;
		HOTKEY_ASHERY_POTASH&lt;br /&gt;
		HOTKEY_CARPENTER_TRAP_ANIMAL&lt;br /&gt;
		HOTKEY_CRAFTS_PEARL&lt;br /&gt;
		HOTKEY_SMITH_SIEGE&lt;br /&gt;
		HOTKEY_FARMER_PROCESS&lt;br /&gt;
		HOTKEY_MILL_MILL&lt;br /&gt;
		HOTKEY_FISHERY_PROCESS&lt;br /&gt;
		HOTKEY_MASON_COFFIN&lt;br /&gt;
		STOCKPILE_WEAPON&lt;br /&gt;
		STOCKPILE_SETTINGS_PERMIT_SUB&lt;br /&gt;
		CIVZONE_POND&lt;br /&gt;
		ORDERS_FORBID_PROJECTILE&lt;br /&gt;
		ORDERS_SAMEPILE&lt;br /&gt;
		D_STOCKPILES&lt;br /&gt;
		D_HAULING_PROMOTE&lt;br /&gt;
		D_HAULING_STOP_SL_SELECT_PILE&lt;br /&gt;
		D_HAULING_STOP_LC_MODE&lt;br /&gt;
		D_NOTE_PLACE&lt;br /&gt;
		D_NOTE_POINTS&lt;br /&gt;
		ASSIGNTRADE_PENDING&lt;br /&gt;
		MANAGER_PROMOTE&lt;br /&gt;
		DESIGNATE_PLANTS&lt;br /&gt;
		UNITVIEW_PRF&lt;br /&gt;
		CUSTOMIZE_UNIT_PROFNAME&lt;br /&gt;
		D_MILITARY_POSITIONS&lt;br /&gt;
		D_SQUADS_SELECT_INDIVIDUALS&lt;br /&gt;
		D_SQUAD_SCH_PASTE_ORDERS&lt;br /&gt;
		STRING_A112&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_U&lt;br /&gt;
		WORLD_PARAM_DIM_X_DOWN&lt;br /&gt;
		WORLD_GEN_USE&lt;br /&gt;
		A_BUILDING&lt;br /&gt;
		A_LOG_FEATURE_LAYERS&lt;br /&gt;
		SETUP_LOCAL_Y_MUP&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_BUTCHER&lt;br /&gt;
		BUILDING_DIM_Y_UP&lt;br /&gt;
		BUILDING_TRIGGER_MIN_MAGMA_DOWN&lt;br /&gt;
		HOTKEY_GLASS_STATUE&lt;br /&gt;
		HOTKEY_MASON_STATUE&lt;br /&gt;
		STOCKPILE_FURNITURE&lt;br /&gt;
		STOCKPILE_SETTINGS_SPECIFIC1&lt;br /&gt;
		ORDERS_GATHER_FURNITURE&lt;br /&gt;
		D_UNITLIST&lt;br /&gt;
		ARENA_CREATURE_UNDEAD&lt;br /&gt;
		DESIGNATE_STAIR_UP&lt;br /&gt;
		D_MILITARY_SUPPLIES&lt;br /&gt;
		D_SQUAD_SCH_CIVILIAN_UNIFORM&lt;br /&gt;
		STRING_A117&lt;br /&gt;
	End of group&lt;br /&gt;
		OPTION11&lt;br /&gt;
		CUSTOM_K&lt;br /&gt;
		A_STATUS_KILLS&lt;br /&gt;
		A_TALK&lt;br /&gt;
		SETUP_LOCAL_X_MUP&lt;br /&gt;
		HOTKEY_BUILDING_KENNEL&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_CLOTHES&lt;br /&gt;
		HOTKEY_BUILDING_FURNACE_KILN&lt;br /&gt;
		BUILDING_DIM_X_UP&lt;br /&gt;
		BUILDING_TRIGGER_MAX_MAGMA_UP&lt;br /&gt;
		HOTKEY_GLASS_CRYSTAL&lt;br /&gt;
		HOTKEY_CARPENTER_COFFIN&lt;br /&gt;
		HOTKEY_LEATHER_CLOAK&lt;br /&gt;
		HOTKEY_CLOTHES_CLOAK&lt;br /&gt;
		HOTKEY_CRAFTS_SILK&lt;br /&gt;
		ORDERS_REFUSE_DUMP_OTHER&lt;br /&gt;
		ORDERS_AUTO_KITCHEN&lt;br /&gt;
		D_LOOK&lt;br /&gt;
		UNITVIEW_KILLS&lt;br /&gt;
		D_SQUADS_KILL&lt;br /&gt;
		STRING_A107&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=176057</id>
		<title>User:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=176057"/>
		<updated>2012-07-28T00:39:17Z</updated>

		<summary type="html">&lt;p&gt;Phage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Links That I Use&lt;br /&gt;
|-&lt;br /&gt;
! Sub-pages&lt;br /&gt;
! Wiki-Bookmarks&lt;br /&gt;
! [[Wikipedia:Wikipedia | The Other Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Sandbox]]&lt;br /&gt;
| [[:Category:Wiki]]&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Help:Magic_words Magic Words] - MediaWiki&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Helpful Noob Links]]&lt;br /&gt;
| [[:Category:Wikiprojects]]&lt;br /&gt;
| [[Wikipedia:Wikipedia:Cheatsheet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Macros]]&lt;br /&gt;
| [[:Category:DF2012]]&lt;br /&gt;
| [[Wikipedia:Help:Wiki markup]]&lt;br /&gt;
|}&lt;br /&gt;
==Creation==&lt;br /&gt;
Here ye go! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:20, 26 July 2012 (UTC)&lt;br /&gt;
:Thank you very much! So quick too! :) -- [[User:Phage|Phage]] 06:35, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=176056</id>
		<title>User:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=176056"/>
		<updated>2012-07-28T00:35:38Z</updated>

		<summary type="html">&lt;p&gt;Phage: [+links]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Links That I Use&lt;br /&gt;
|-&lt;br /&gt;
! Sub-pages&lt;br /&gt;
! Wiki-Bookmarks&lt;br /&gt;
! [[Wikipedia:Wikipedia | The Other Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Sandbox]]&lt;br /&gt;
| [[:Category:Wiki]]&lt;br /&gt;
| [[Wikipedia:Help:Magic words]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Helpful Noob Links]]&lt;br /&gt;
| [[:Category:Wikiprojects]]&lt;br /&gt;
| [[Wikipedia:Wikipedia:Cheatsheet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Macros]]&lt;br /&gt;
| [[:Category:DF2012]]&lt;br /&gt;
| [[Wikipedia:Help:Wiki markup]]&lt;br /&gt;
|}&lt;br /&gt;
==Creation==&lt;br /&gt;
Here ye go! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:20, 26 July 2012 (UTC)&lt;br /&gt;
:Thank you very much! So quick too! :) -- [[User:Phage|Phage]] 06:35, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=176043</id>
		<title>User:Phage/Macros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=176043"/>
		<updated>2012-07-27T21:36:52Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* My Macros */ - [+macro, list box format]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==My Macros==&lt;br /&gt;
{{hidden&lt;br /&gt;
|Down10&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
lists-down10&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|headerstyle=background:#ccccff&lt;br /&gt;
|style=text-align:center; width:35%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Macro - Select 10 in Trade Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradeselectnofood&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=175965</id>
		<title>User:Phage/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=175965"/>
		<updated>2012-07-27T07:26:18Z</updated>

		<summary type="html">&lt;p&gt;Phage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ListBox Fun==&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! style=&amp;quot;font-weight:bold; width:30%; background-color: #ccf;&amp;quot; | Macro - Select 10 in Trade Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradeselectnofood&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Table to Play With==&lt;br /&gt;
&lt;br /&gt;
====Table of Rocks====&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||ore, special&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||ore, high-value||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||layer stone||Low-value stone||{{Raw Tile|8|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||ore, rare||Ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|¤|0:7:1}} {{Raw Tile|¤|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||ore, uncommon||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||layer stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||layer stone||Low-value stone||{{Raw Tile|8|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||layer stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||layer stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||layer stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||ore, uncommon||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||layer stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||layer stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|¦|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|¦|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||layer stone||Low-value stone||{{Raw Tile|˜|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||layer stone||High-value [[magma-safe]] stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||layer stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||ore, high-value||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|T|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||layer stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||layer stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|˜|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||layer stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||stone, special||Not workable by dwarves||{{Raw Tile|¦|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||layer stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||ore, uncommon||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moved From Talk Page==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
===playing around with wiki code again===&lt;br /&gt;
Permission? Or is this going screwy?&lt;br /&gt;
:I guess confirmed users can create discussion pages? Interesting --&amp;lt;/s&amp;gt; [[User:Phage|Phage]] 06:04, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Hidden&amp;diff=175964</id>
		<title>Template:Hidden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Hidden&amp;diff=175964"/>
		<updated>2012-07-27T06:59:17Z</updated>

		<summary type="html">&lt;p&gt;Phage: [+ category][clarified creators][included links to their public profiles][&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavFrame {{#if:{{{expanded|}}}||collapsed}} {{{class|}}}&amp;quot; style=&amp;quot;border:none; {{{style|{{{css|}}}}}}&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;NavHead&amp;quot; &lt;br /&gt;
style=&amp;quot;font-weight:{{{fw1|bold}}}; background:{{{bg1|transparent}}}; &lt;br /&gt;
text-align:{{{ta1|center}}}; {{{headercss|{{{headerstyle|}}}}}}&amp;quot;&amp;gt;{{{header|{{{1}}}}}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavContent&amp;quot; style=&amp;quot;font-weight:{{{fw2|normal}}}; &lt;br /&gt;
background-color:{{{bg2|transparent}}}; text-align:{{{ta2|left}}}; &lt;br /&gt;
{{{contentcss|{{{contentstyle|}}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
{{{content|{{{contents|{{{2}}}}}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;{{#if:{{{bg1|}}}{{{bg2|}}}{{{ta1|}}}{{{ta2|}}}{{{fw1|}}}{{{fw2|}}}|{{NAMESPACE}}{{PAGENAME}}]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Borrowed from [http://en.wikipedia.org/wiki/Template:Hidden| The Other Wiki] Documentation is located there. Reproduced here on July 27, 2012. Huge thanks to everyone over there who helped make this possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''None of the below text is my own. It is more a place holder now than anything.. Change at will! :)'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This template creates a [[Wikipedia:NavFrame|dynamic navigation box]] using style sheet declarations in [[MediaWiki:Common.css]] and Javascript code in [[MediaWiki:Common.js]]. It displays the first parameter (the heading) with a [show] link on the right.  If [show] is clicked by the user, the second parameter (the body) is displayed below the heading and the [show] link becomes [hide].  Clicking on [hide] then hides the body again and the [hide] link becomes [show] again.&lt;br /&gt;
&lt;br /&gt;
The template does '''not''' provide an argument to designate the initial state of the show/hide control.  In the nested case, show/hide controls in hidden content retain their state.  There is no facility for ''collapse all'' or ''reveal all''.  &lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Syntax===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hidden&lt;br /&gt;
|header=&lt;br /&gt;
|content=&lt;br /&gt;
|style=&lt;br /&gt;
|headerstyle=&lt;br /&gt;
|contentstyle=&lt;br /&gt;
|fw1=&lt;br /&gt;
|fw2=&lt;br /&gt;
|bg1=&lt;br /&gt;
|bg2=&lt;br /&gt;
|ta1=&lt;br /&gt;
|ta2=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
Only two parameters are required for this template:&lt;br /&gt;
;header : text for header (or title); alternative to using unnamed parameter &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;content : text for content (or body); alternative to using unnamed parameter &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional====&lt;br /&gt;
;style : add [[w:Cascading Style Sheets|CSS]] to the main div.&lt;br /&gt;
;headerstyle : add [[w:Cascading Style Sheets|CSS]] to the header.&lt;br /&gt;
;contentstyle : add [[w:Cascading Style Sheets|CSS]] to the content box.&lt;br /&gt;
;expanded: any nonblank value will cause the template to be initially expanded by default.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This template will not respect the user preference &amp;quot;justify paragraphs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Basic===&lt;br /&gt;
In this example only the two required parameters are specified.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &amp;lt;pre&amp;gt;{{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Result&lt;br /&gt;
| {{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Header background===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &amp;lt;pre style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{hidden&lt;br /&gt;
|Title text here&lt;br /&gt;
|Body text line 1&amp;lt;br/&amp;gt;Body text line 2&lt;br /&gt;
|headerstyle=background:#ccccff&lt;br /&gt;
|style=text-align:center;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Result&lt;br /&gt;
| {{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2|headerstyle=background:#ccccff|style=text-align:center;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CSS===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{hidden&lt;br /&gt;
| style = border:1px dashed red; width: 50%;&lt;br /&gt;
| headerstyle = background: #ccccff; font-size: 110%;&lt;br /&gt;
| contentstyle = text-align: center; color:green;&lt;br /&gt;
| header = Title text here&lt;br /&gt;
| content = Body text line 1&amp;lt;br /&amp;gt;Body text line 2&amp;lt;br /&amp;gt;Body text line 3&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
 | Result&lt;br /&gt;
| &lt;br /&gt;
{{hidden&lt;br /&gt;
| style = border:1px dashed red; width: 50%;&lt;br /&gt;
| headerstyle = background: #ccccff; font-size: 110%;&lt;br /&gt;
| contentstyle = text-align: center; color:green;&lt;br /&gt;
| header = Title text here&lt;br /&gt;
| content = Body text line 1&amp;lt;br /&amp;gt;Body text line 2&amp;lt;br /&amp;gt;Body text line 3&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
==Please See==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Template:Hidden/doc | Here] for the source and the list of contributors in the templates ''History'' page.&lt;br /&gt;
==Creators==&lt;br /&gt;
[[Wikipedia:User:AzaToth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wikipedia:User:Patrick]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikipedia.org/w/index.php?title=Template:Hidden&amp;amp;action=history And many who helped keep it up to date]&lt;br /&gt;
&lt;br /&gt;
[[Category:Formatting_Templates]] &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Hidden&amp;diff=175963</id>
		<title>Template:Hidden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Hidden&amp;diff=175963"/>
		<updated>2012-07-27T06:37:52Z</updated>

		<summary type="html">&lt;p&gt;Phage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavFrame {{#if:{{{expanded|}}}||collapsed}} {{{class|}}}&amp;quot; style=&amp;quot;border:none; {{{style|{{{css|}}}}}}&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;NavHead&amp;quot; &lt;br /&gt;
style=&amp;quot;font-weight:{{{fw1|bold}}}; background:{{{bg1|transparent}}}; &lt;br /&gt;
text-align:{{{ta1|center}}}; {{{headercss|{{{headerstyle|}}}}}}&amp;quot;&amp;gt;{{{header|{{{1}}}}}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavContent&amp;quot; style=&amp;quot;font-weight:{{{fw2|normal}}}; &lt;br /&gt;
background-color:{{{bg2|transparent}}}; text-align:{{{ta2|left}}}; &lt;br /&gt;
{{{contentcss|{{{contentstyle|}}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
{{{content|{{{contents|{{{2}}}}}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;{{#if:{{{bg1|}}}{{{bg2|}}}{{{ta1|}}}{{{ta2|}}}{{{fw1|}}}{{{fw2|}}}|{{NAMESPACE}}{{PAGENAME}}]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Borrowed from [http://en.wikipedia.org/wiki/Template:Hidden| The Other Wiki] Documentation is located there. Reproduced here on July 27, 2012. Huge thanks to everyone over there who helped make this possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''None of the below text is my own. It is more a place holder now than anything.. Change at will! :)'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This template creates a [[Wikipedia:NavFrame|dynamic navigation box]] using style sheet declarations in [[MediaWiki:Common.css]] and Javascript code in [[MediaWiki:Common.js]]. It displays the first parameter (the heading) with a [show] link on the right.  If [show] is clicked by the user, the second parameter (the body) is displayed below the heading and the [show] link becomes [hide].  Clicking on [hide] then hides the body again and the [hide] link becomes [show] again.&lt;br /&gt;
&lt;br /&gt;
The template does '''not''' provide an argument to designate the initial state of the show/hide control.  In the nested case, show/hide controls in hidden content retain their state.  There is no facility for ''collapse all'' or ''reveal all''.  &lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Syntax===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hidden&lt;br /&gt;
|header=&lt;br /&gt;
|content=&lt;br /&gt;
|style=&lt;br /&gt;
|headerstyle=&lt;br /&gt;
|contentstyle=&lt;br /&gt;
|fw1=&lt;br /&gt;
|fw2=&lt;br /&gt;
|bg1=&lt;br /&gt;
|bg2=&lt;br /&gt;
|ta1=&lt;br /&gt;
|ta2=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
Only two parameters are required for this template:&lt;br /&gt;
;header : text for header (or title); alternative to using unnamed parameter &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;content : text for content (or body); alternative to using unnamed parameter &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional====&lt;br /&gt;
;style : add [[w:Cascading Style Sheets|CSS]] to the main div.&lt;br /&gt;
;headerstyle : add [[w:Cascading Style Sheets|CSS]] to the header.&lt;br /&gt;
;contentstyle : add [[w:Cascading Style Sheets|CSS]] to the content box.&lt;br /&gt;
;expanded: any nonblank value will cause the template to be initially expanded by default.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This template will not respect the user preference &amp;quot;justify paragraphs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Basic===&lt;br /&gt;
In this example only the two required parameters are specified.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &amp;lt;pre&amp;gt;{{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Result&lt;br /&gt;
| {{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Header background===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &amp;lt;pre style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{hidden&lt;br /&gt;
|Title text here&lt;br /&gt;
|Body text line 1&amp;lt;br/&amp;gt;Body text line 2&lt;br /&gt;
|headerstyle=background:#ccccff&lt;br /&gt;
|style=text-align:center;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Result&lt;br /&gt;
| {{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2|headerstyle=background:#ccccff|style=text-align:center;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CSS===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{hidden&lt;br /&gt;
| style = border:1px dashed red; width: 50%;&lt;br /&gt;
| headerstyle = background: #ccccff; font-size: 110%;&lt;br /&gt;
| contentstyle = text-align: center; color:green;&lt;br /&gt;
| header = Title text here&lt;br /&gt;
| content = Body text line 1&amp;lt;br /&amp;gt;Body text line 2&amp;lt;br /&amp;gt;Body text line 3&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
 | Result&lt;br /&gt;
| &lt;br /&gt;
{{hidden&lt;br /&gt;
| style = border:1px dashed red; width: 50%;&lt;br /&gt;
| headerstyle = background: #ccccff; font-size: 110%;&lt;br /&gt;
| contentstyle = text-align: center; color:green;&lt;br /&gt;
| header = Title text here&lt;br /&gt;
| content = Body text line 1&amp;lt;br /&amp;gt;Body text line 2&amp;lt;br /&amp;gt;Body text line 3&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
==Please See==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Template:Hidden/doc | Here] for the source and the list of contributors in the templates ''History'' page.&lt;br /&gt;
[Category: &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=175962</id>
		<title>User:Phage/Macros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=175962"/>
		<updated>2012-07-27T06:06:50Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* My Macros */ - the hidden template works!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==My Macros==&lt;br /&gt;
{{hidden&lt;br /&gt;
|Down10&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
lists-down10&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|headerstyle=background:#ccccff&lt;br /&gt;
|style=text-align:center; width:35%&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Hidden&amp;diff=175961</id>
		<title>Template:Hidden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Hidden&amp;diff=175961"/>
		<updated>2012-07-27T06:00:22Z</updated>

		<summary type="html">&lt;p&gt;Phage: [how to use template][allows hiding of text boxes (think forum &amp;quot;Spoiler&amp;quot; posts]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavFrame {{#if:{{{expanded|}}}||collapsed}} {{{class|}}}&amp;quot; style=&amp;quot;border:none; {{{style|{{{css|}}}}}}&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;NavHead&amp;quot; &lt;br /&gt;
style=&amp;quot;font-weight:{{{fw1|bold}}}; background:{{{bg1|transparent}}}; &lt;br /&gt;
text-align:{{{ta1|center}}}; {{{headercss|{{{headerstyle|}}}}}}&amp;quot;&amp;gt;{{{header|{{{1}}}}}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavContent&amp;quot; style=&amp;quot;font-weight:{{{fw2|normal}}}; &lt;br /&gt;
background-color:{{{bg2|transparent}}}; text-align:{{{ta2|left}}}; &lt;br /&gt;
{{{contentcss|{{{contentstyle|}}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
{{{content|{{{contents|{{{2}}}}}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;{{#if:{{{bg1|}}}{{{bg2|}}}{{{ta1|}}}{{{ta2|}}}{{{fw1|}}}{{{fw2|}}}|[[Category:Hidden templates using styles|{{NAMESPACE}}{{PAGENAME}}]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Borrowed from [http://en.wikipedia.org/wiki/Template:Hidden| The Other Wiki] Documentation is located there. Reproduced here on July 27, 2012. Huge thanks to everyone over there who helped make this possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This template creates a [[Wikipedia:NavFrame|dynamic navigation box]] using style sheet declarations in [[MediaWiki:Common.css]] and Javascript code in [[MediaWiki:Common.js]]. It displays the first parameter (the heading) with a [show] link on the right.  If [show] is clicked by the user, the second parameter (the body) is displayed below the heading and the [show] link becomes [hide].  Clicking on [hide] then hides the body again and the [hide] link becomes [show] again.&lt;br /&gt;
&lt;br /&gt;
The template does '''not''' provide an argument to designate the initial state of the show/hide control.  In the nested case, show/hide controls in hidden content retain their state.  There is no facility for ''collapse all'' or ''reveal all''.  &lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Syntax===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hidden&lt;br /&gt;
|header=&lt;br /&gt;
|content=&lt;br /&gt;
|style=&lt;br /&gt;
|headerstyle=&lt;br /&gt;
|contentstyle=&lt;br /&gt;
|fw1=&lt;br /&gt;
|fw2=&lt;br /&gt;
|bg1=&lt;br /&gt;
|bg2=&lt;br /&gt;
|ta1=&lt;br /&gt;
|ta2=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
Only two parameters are required for this template:&lt;br /&gt;
;header : text for header (or title); alternative to using unnamed parameter &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;content : text for content (or body); alternative to using unnamed parameter &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional====&lt;br /&gt;
;style : add [[w:Cascading Style Sheets|CSS]] to the main div.&lt;br /&gt;
;headerstyle : add [[w:Cascading Style Sheets|CSS]] to the header.&lt;br /&gt;
;contentstyle : add [[w:Cascading Style Sheets|CSS]] to the content box.&lt;br /&gt;
;expanded: any nonblank value will cause the template to be initially expanded by default.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This template will not respect the user preference &amp;quot;justify paragraphs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Basic===&lt;br /&gt;
In this example only the two required parameters are specified.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &amp;lt;pre&amp;gt;{{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Result&lt;br /&gt;
| {{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Header background===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &amp;lt;pre style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{hidden&lt;br /&gt;
|Title text here&lt;br /&gt;
|Body text line 1&amp;lt;br/&amp;gt;Body text line 2&lt;br /&gt;
|headerstyle=background:#ccccff&lt;br /&gt;
|style=text-align:center;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Result&lt;br /&gt;
| {{hidden|Title text here|Body text line 1&amp;lt;br/&amp;gt;Body text line 2|headerstyle=background:#ccccff|style=text-align:center;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CSS===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Code&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{hidden&lt;br /&gt;
| style = border:1px dashed red; width: 50%;&lt;br /&gt;
| headerstyle = background: #ccccff; font-size: 110%;&lt;br /&gt;
| contentstyle = text-align: center; color:green;&lt;br /&gt;
| header = Title text here&lt;br /&gt;
| content = Body text line 1&amp;lt;br /&amp;gt;Body text line 2&amp;lt;br /&amp;gt;Body text line 3&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
 | Result&lt;br /&gt;
| &lt;br /&gt;
{{hidden&lt;br /&gt;
| style = border:1px dashed red; width: 50%;&lt;br /&gt;
| headerstyle = background: #ccccff; font-size: 110%;&lt;br /&gt;
| contentstyle = text-align: center; color:green;&lt;br /&gt;
| header = Title text here&lt;br /&gt;
| content = Body text line 1&amp;lt;br /&amp;gt;Body text line 2&amp;lt;br /&amp;gt;Body text line 3&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
==Please See==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Template:Hidden/doc | Here] for the source and the list of contributors in the templates ''History'' page. &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Hidden&amp;diff=175960</id>
		<title>Template:Hidden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Hidden&amp;diff=175960"/>
		<updated>2012-07-27T05:48:08Z</updated>

		<summary type="html">&lt;p&gt;Phage: [should still work]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavFrame {{#if:{{{expanded|}}}||collapsed}} {{{class|}}}&amp;quot; style=&amp;quot;border:none; {{{style|{{{css|}}}}}}&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;NavHead&amp;quot; &lt;br /&gt;
style=&amp;quot;font-weight:{{{fw1|bold}}}; background:{{{bg1|transparent}}}; &lt;br /&gt;
text-align:{{{ta1|center}}}; {{{headercss|{{{headerstyle|}}}}}}&amp;quot;&amp;gt;{{{header|{{{1}}}}}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavContent&amp;quot; style=&amp;quot;font-weight:{{{fw2|normal}}}; &lt;br /&gt;
background-color:{{{bg2|transparent}}}; text-align:{{{ta2|left}}}; &lt;br /&gt;
{{{contentcss|{{{contentstyle|}}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
{{{content|{{{contents|{{{2}}}}}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;{{#if:{{{bg1|}}}{{{bg2|}}}{{{ta1|}}}{{{ta2|}}}{{{fw1|}}}{{{fw2|}}}|[[Category:Hidden templates using styles|{{NAMESPACE}}{{PAGENAME}}]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=175959</id>
		<title>User:Phage/Macros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Macros&amp;diff=175959"/>
		<updated>2012-07-27T05:38:51Z</updated>

		<summary type="html">&lt;p&gt;Phage: add one macro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==My Macros==&lt;br /&gt;
{{hidden&lt;br /&gt;
|Down10&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
lists-down10&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
		A_MOVE_S&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|headerstyle=background:#ccccff&lt;br /&gt;
|style=text-align:center;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=175958</id>
		<title>User:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=175958"/>
		<updated>2012-07-27T04:37:51Z</updated>

		<summary type="html">&lt;p&gt;Phage: [link]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Links That I Use&lt;br /&gt;
|-&lt;br /&gt;
! Sub-pages&lt;br /&gt;
! Wiki-Bookmarks&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Sandbox]]&lt;br /&gt;
| [[:Category:Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Helpful Noob Links]]&lt;br /&gt;
| [[:Category:Wikiprojects]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Macros]]&lt;br /&gt;
| [[:Category:DF2012]]&lt;br /&gt;
|}&lt;br /&gt;
==Creation==&lt;br /&gt;
Here ye go! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:20, 26 July 2012 (UTC)&lt;br /&gt;
:Thank you very much! So quick too! :) -- [[User:Phage|Phage]] 06:35, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=175951</id>
		<title>v0.34:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=175951"/>
		<updated>2012-07-27T01:04:32Z</updated>

		<summary type="html">&lt;p&gt;Phage: [table is now can be sorted by everything except appearance][no style changes to table][removed unneeded links to 'layer'][small changes to make sort more logical: high value ore -&amp;gt; ore, high-value]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:21, 22 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress; it does not include [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low-value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal|Metals &amp;amp; Alloys]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
During the game, you can press {{key|z}} and then navigate to &amp;quot;stone&amp;quot;. The list there covers all types of rocks and ores, and tells you what rocks can be smelted into.  &lt;br /&gt;
&lt;br /&gt;
==Table of Rocks==&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||ore, special&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||ore, high-value||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||layer stone||Low-value stone||{{Raw Tile|8|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||ore, rare||Ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|¤|0:7:1}} {{Raw Tile|¤|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||ore, uncommon||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||layer stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||layer stone||Low-value stone||{{Raw Tile|8|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||layer stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||layer stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||layer stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||ore, uncommon||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||layer stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||layer stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|¦|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|¦|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||layer stone||Low-value stone||{{Raw Tile|˜|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||layer stone||High-value [[magma-safe]] stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||layer stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||ore, high-value||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|T|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||layer stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||layer stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|˜|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||layer stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||stone, special||Not workable by dwarves||{{Raw Tile|¦|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||layer stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||ore, uncommon||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.)''&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
# '''Adamantine''' is not exactly like other metals, although it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred''). See [[adamantine]] for a full discussion of this unusual and wondrous material.&lt;br /&gt;
# '''% chance''' for additional metals: when [[Galena]] and [[Tetrahedrite]] are smelted, they produce (respectively) one lead or one copper bar, 100% of the time. They occasionally produce a second, ''additional'' bar of the second metal, with the percent chance as listed above.&lt;br /&gt;
# '''Ice''' has some ''very'' unusual properties in Dwarf Fortress, and can be disastrous if misused.  See article on [[ice]] for a more complete discussion.&lt;br /&gt;
&lt;br /&gt;
===The Value of Rocks &amp;amp; Metals===&lt;br /&gt;
You won't find the terms &amp;quot;low-value&amp;quot; or &amp;quot;highest-value&amp;quot; used in the game, but they're handy here for rough comparison.  &amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  The &amp;quot;material value&amp;quot; number multiplies any final product that is created with that material by that number.  An average generic statue (base value 25) is worth much more than an average generic throne (base value 10), but a throne carved from raw [[native gold|gold nuggets]] (10 x 30 = 300) will be worth far more than a common-stone statue (25 x 1 = 25). ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - when in doubt, go for the more valuable stuff. &lt;br /&gt;
&lt;br /&gt;
Common '''stones''' ''(the vast majority)'' have a value multiplier of x1, mid-value ''(all [[flux]] stones like marble)'' are x2, and high-value ''([[obsidian]] only)'' is x3.  This affects things like stone tables and doors, statues or stonecrafts - anything made from stone.  Metal [[ore]]s have varying values, from 2-40, and can either be treated as stone or smelted into bars of metal.&lt;br /&gt;
&lt;br /&gt;
For '''metals''', low-value ''(like copper or nickel)'' is x2.  Mid-value ''(silver or iron)'' is around x10, high-value ''(gold, steel)'' is x30, and highest-value ''(platinum, aluminum)'' is x40.&lt;br /&gt;
&lt;br /&gt;
Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always.  [[Alloy]]s like brass or bronze are often more valuable than the sum of their pure metal ingredients, and have a true spectrum of values between 3-23. ''(Alloy values are not listed in this article.)''  &lt;br /&gt;
&lt;br /&gt;
Any metal can be crafted into decorations, furniture, or buildings. Only copper, bronzes, iron, steel, and adamantine can make weapons, armor, and picks, with silver also able to be forged into melee weapons.&lt;br /&gt;
&lt;br /&gt;
''(For comparison, all [[wood]] has a value of x1, equal to common stone.)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- rock finding information not copied from the 40d page, as I am not certain of its accuracy --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}{{Category|Stone|*}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=175950</id>
		<title>User:Phage/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=175950"/>
		<updated>2012-07-27T00:58:56Z</updated>

		<summary type="html">&lt;p&gt;Phage: [learning table markup]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Table to Play With==&lt;br /&gt;
&lt;br /&gt;
====Table of Rocks====&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||ore, special&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||ore, high-value||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||layer stone||Low-value stone||{{Raw Tile|8|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||ore, rare||Ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|¤|0:7:1}} {{Raw Tile|¤|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||ore, uncommon||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||layer stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||layer stone||Low-value stone||{{Raw Tile|8|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||layer stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||layer stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||layer stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||ore, uncommon||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||layer stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||layer stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|¦|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|¦|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||layer stone||Low-value stone||{{Raw Tile|˜|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||layer stone||High-value [[magma-safe]] stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||layer stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||ore, high-value||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|T|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||layer stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||layer stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|˜|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||layer stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||stone, special||Not workable by dwarves||{{Raw Tile|¦|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||layer stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||ore, uncommon||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moved From Talk Page==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
===playing around with wiki code again===&lt;br /&gt;
Permission? Or is this going screwy?&lt;br /&gt;
:I guess confirmed users can create discussion pages? Interesting --&amp;lt;/s&amp;gt; [[User:Phage|Phage]] 06:04, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Helpful_Noob_Links&amp;diff=175947</id>
		<title>User:Phage/Helpful Noob Links</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Helpful_Noob_Links&amp;diff=175947"/>
		<updated>2012-07-27T00:39:13Z</updated>

		<summary type="html">&lt;p&gt;Phage: [page creation][statement of purpose][links added][notes added]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Page Purpose==&lt;br /&gt;
I am still a new player I still reference the wiki often. I am going to start saving links to the articles I use most often, and perhaps information as well. The quick-start and references are excellent, but that doesn't mean they can't be improved! Or eventually collected more efficiently in one place (not here). The random incoherent ramblings about some links will be notes for myself :)&lt;br /&gt;
==Links==&lt;br /&gt;
*[[cv:The_Non-Dwarf's_Guide_to_Rock]]&lt;br /&gt;
*[[cv:Hotkeys]] - think this is glossed over a bit in the quick start. Not sure where else to put it though&lt;br /&gt;
*[[Macro]] - helpfulness can't be overstated.&lt;br /&gt;
**[https://www.google.ca/search?num=50&amp;amp;hl=en&amp;amp;q=macros+site%3Abay12forums.com&amp;amp;oq=macros+site%3Abay12forums.com&amp;amp;gs_l=serp.3...16893.17670.0.17946.5.5.0.0.0.0.78.370.5.5.0...0.0...1c.-VFvMK3dE8c Bay12 Google Search for ''Macros''] - will start searching through for other handy macros&lt;br /&gt;
**[https://www.google.ca/search?num=50&amp;amp;hl=en&amp;amp;q=macro+site%3Abay12forums.com&amp;amp;oq=macro+site%3Abay12forums.com&amp;amp;gs_l=serp.3...1408069.1408069.0.1408564.1.1.0.0.0.0.75.75.1.1.0...0.0...1c.py34Rm4uDWo Same as above but for ''Macro'']&lt;br /&gt;
*[[cv:Seed]]&lt;br /&gt;
*[[cv:Stockpile]]&lt;br /&gt;
*[[cv:Flux]] - the list on this page is a perfect reference. Gives all general relevant information at a glance&lt;br /&gt;
*[[cv:Ore]] - excellent table to reference&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=175945</id>
		<title>User:Phage/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=175945"/>
		<updated>2012-07-27T00:21:34Z</updated>

		<summary type="html">&lt;p&gt;Phage: --&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Table to Play With==&lt;br /&gt;
&lt;br /&gt;
====Table of Rocks====&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||special ore&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||high-value ore||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[layer]] stone||Low-value stone||{{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[layer]] stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare ore||Ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|☼|0:7:1}} {{Raw Tile|☼|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon ore||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[layer]] stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[layer]] stone||Low-value stone||{{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||low-value ore||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||[[layer]] stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[layer]] stone||Low-value stone||{{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[layer]] stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[layer]] stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon ore||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[layer]] stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[layer]] stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|▓|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|█|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value ore||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[layer]] stone||Low-value stone||{{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[layer]] stone||High-value [[magma-safe]] stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[layer]] stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||high-value ore||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|Θ|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[layer]] stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[layer]] stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[layer]] stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[layer]] stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[layer]] stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|≈|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[layer]] stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[layer]] stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||special stone||Not workable by dwarves||{{Raw Tile|░|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[layer]] stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon ore||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value ore||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moved From Talk Page==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
===playing around with wiki code again===&lt;br /&gt;
Permission? Or is this going screwy?&lt;br /&gt;
:I guess confirmed users can create discussion pages? Interesting --&amp;lt;/s&amp;gt; [[User:Phage|Phage]] 06:04, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=175943</id>
		<title>User:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=175943"/>
		<updated>2012-07-26T22:37:48Z</updated>

		<summary type="html">&lt;p&gt;Phage: [adding links, did not add myself to any of these categories]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Links That I Use&lt;br /&gt;
|-&lt;br /&gt;
! Sub-pages&lt;br /&gt;
! Wiki-Bookmarks&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Sandbox]]&lt;br /&gt;
| [[:Category:Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Helpful Noob Links]]&lt;br /&gt;
| [[:Category:Wikiprojects]]&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
| [[:Category:DF2012]]&lt;br /&gt;
|}&lt;br /&gt;
==Creation==&lt;br /&gt;
Here ye go! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:20, 26 July 2012 (UTC)&lt;br /&gt;
:Thank you very much! So quick too! :) -- [[User:Phage|Phage]] 06:35, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=175901</id>
		<title>v0.34:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=175901"/>
		<updated>2012-07-26T07:15:22Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* Introduction to Farming */ - [add: verify tag: you need seeds &amp;quot;even for the plant to appear in the season list&amp;quot;]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on soil or muddied rock. Mud-free stone will not allow the building of a farm plot on top. The &amp;quot;Farming (Fields)&amp;quot; [[labor]] must be enabled. Farm plots are only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work).&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' -- 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop there (or even for the plant to appear in the season list {{verify}} ).  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields -- both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile).  The exact improvement is not known.  To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]].  The plot must be re-fertilized each season, requiring ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1''.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Flood|bucket brigade]] or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible on tiles that are part of [[Mountain]] [[biome]]s (or any other &amp;quot;freezing&amp;quot; biome such as [[Glacier]] or [[Tundra]]), regardless of how much mud or soil is present.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|catastrophe]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=175900</id>
		<title>v0.34:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=175900"/>
		<updated>2012-07-26T07:10:33Z</updated>

		<summary type="html">&lt;p&gt;Phage: [add, intro: Farms only display viable crops]]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on soil or muddied rock. Mud-free stone will not allow the building of a farm plot on top. The &amp;quot;Farming (Fields)&amp;quot; [[labor]] must be enabled. Farm plots are only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work).&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' -- 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop there (or even for the plant to appear in the season list).  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields -- both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile).  The exact improvement is not known.  To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]].  The plot must be re-fertilized each season, requiring ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1''.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Flood|bucket brigade]] or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible on tiles that are part of [[Mountain]] [[biome]]s (or any other &amp;quot;freezing&amp;quot; biome such as [[Glacier]] or [[Tundra]]), regardless of how much mud or soil is present.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|catastrophe]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tree&amp;diff=175899</id>
		<title>v0.34:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tree&amp;diff=175899"/>
		<updated>2012-07-26T06:51:09Z</updated>

		<summary type="html">&lt;p&gt;Phage: multiple - [rm: cv template, av template present][spelling corrections]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:10, 26 April 2011 (UTC)}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of [[wood]]; often, they are the only reliable and plentiful source of wood ([[caravan]]s can be sporadic and may not bring too much wood).  The density of growth is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc. The tree density of the biome does not change &amp;amp;mdash; there are no climate shifts during game play; however, trees can be periodically exausted or tree growth can be bolstered by prolonged periods of [[wood cutting]] or a lack thereof.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; &amp;amp;mdash; otherwise all trees are identical, equal in usefulness and value. Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.&lt;br /&gt;
&lt;br /&gt;
Viewed on their same [[z-level]], many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured [[block]]s floating in the air. Deciduous trees will change colour to red or yellow in [[autumn]] ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in [[winter]] ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangoes, maple syrup, nuts, rubber, etc. {{version|0.34.10}}&lt;br /&gt;
&lt;br /&gt;
=== Harvesting or Removing ===&lt;br /&gt;
{{main|Wood cutting}}&lt;br /&gt;
Trees are a type of [[map tile]] that forms a solid barrier, like [[stone]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s. Saplings on soil cavern floors will, however, block the construction of farm plots unless there is also a dusting or pile of mud beneath them. [[Caravan]]s can be especially vulnerable to being blocked by trees, since [[wagon]]s require a 3 tiles wide path. Trees do not form a floor on the level above them (creatures cannot walk &amp;quot;on top of&amp;quot; trees), though both creatures and items can get stuck on top of trees if they manage to be thrown there.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu option &amp;quot;chop {{k|t}}rees&amp;quot;, which will instruct [[dwarves]] with the [[wood cutting]] [[labor]] enabled to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one [[wood]] log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood [[stockpile]] ([[Wood hauling]] is enabled by default).&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy [[traffic]], but not by flooding &amp;amp;mdash; they can survive for extended periods of time and can grow to maturity once the water level drops to 4/7{{verify}} or lower.  Dead saplings will remain for some seasons, and then disappear &amp;amp;mdash; or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; &amp;amp;mdash; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this.&lt;br /&gt;
&lt;br /&gt;
Some trees' young are not called saplings; they are instead named &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot;. For example, [[tower-cap]] saplings do not exist, rather being called young tower-caps.&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius, similar to [WET] trees and shrubs near rivers and ponds); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone {{version|0.31.19}}.&lt;br /&gt;
&lt;br /&gt;
==Tree farming==&lt;br /&gt;
{{main|Tree farming}}&lt;br /&gt;
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a [[cavern]] to allow underground soil growth of trees is a decent method of growing trees safely.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Acacia]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Alder]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Ash (tree)|Ash]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.600|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Birch]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.650|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Black-cap]]|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Blood thorn]]|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1.250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cacao tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Candlenut]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.140|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cedar]]|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.570|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Chestnut]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.430|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Feather tree]]|tile={{tile|♣|7:1}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Fungiwood]]|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Glumprong]]|tile={{tile|┤|5:0}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Goblin-cap]]|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Highwood]]|tile={{tile|¶|2:0}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Kapok]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.260|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Larch]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mango tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.520|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mahogany]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Maple]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.540|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mangrove]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.830|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Nether-cap]]|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Oak]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Palm]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.680|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Pine]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.510|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Rubber tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.490|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Saguaro]]|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Spore tree]]|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tower-cap]]|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tunnel tube]]|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Willow]]|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.390|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Any adventurer landing on top of a tree will be trapped and unable to escape {{Bug|0000521}}&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=175898</id>
		<title>User:Phage/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage/Sandbox&amp;diff=175898"/>
		<updated>2012-07-26T06:48:12Z</updated>

		<summary type="html">&lt;p&gt;Phage: [page creation][sandbox like material moved to sandbox]]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Moved From Talk Page==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
===playing around with wiki code again===&lt;br /&gt;
Permission? Or is this going screwy?&lt;br /&gt;
:I guess confirmed users can create discussion pages? Interesting --&amp;lt;/s&amp;gt; [[User:Phage|Phage]] 06:04, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Phage&amp;diff=175897</id>
		<title>User talk:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Phage&amp;diff=175897"/>
		<updated>2012-07-26T06:45:00Z</updated>

		<summary type="html">&lt;p&gt;Phage: [moving material]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Talking goes here&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=175896</id>
		<title>User:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=175896"/>
		<updated>2012-07-26T06:44:09Z</updated>

		<summary type="html">&lt;p&gt;Phage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sub-pages&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Phage/Sandbox]]&lt;br /&gt;
|}&lt;br /&gt;
==Creation==&lt;br /&gt;
Here ye go! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:20, 26 July 2012 (UTC)&lt;br /&gt;
:Thank you very much! So quick too! :) -- [[User:Phage|Phage]] 06:35, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=175895</id>
		<title>User:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Phage&amp;diff=175895"/>
		<updated>2012-07-26T06:35:47Z</updated>

		<summary type="html">&lt;p&gt;Phage: Thanks!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here ye go! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:20, 26 July 2012 (UTC)&lt;br /&gt;
:Thank you very much! So quick too! :) -- [[User:Phage|Phage]] 06:35, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Phage&amp;diff=175893</id>
		<title>User talk:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Phage&amp;diff=175893"/>
		<updated>2012-07-26T06:04:52Z</updated>

		<summary type="html">&lt;p&gt;Phage: [done playing :)]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;&lt;br /&gt;
===playing around with wiki code again===&lt;br /&gt;
Permission? Or is this going screwy?&lt;br /&gt;
:I guess confirmed users can create discussion pages? Interesting --&amp;lt;/s&amp;gt; [[User:Phage|Phage]] 06:04, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Phage&amp;diff=175892</id>
		<title>User talk:Phage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Phage&amp;diff=175892"/>
		<updated>2012-07-26T05:59:59Z</updated>

		<summary type="html">&lt;p&gt;Phage: Created page with &amp;quot;Permission? Or is this going screwy?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Permission? Or is this going screwy?&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=175891</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=175891"/>
		<updated>2012-07-26T05:45:43Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* User page request */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and says &amp;quot;Add topic&amp;quot;. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Empty DF:2012 Articles ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to offer a few suggestions:&lt;br /&gt;
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template inserted, so that users can reference an older version easily while understanding that it could be outdated?&lt;br /&gt;
* Could a bot be created to go through all the current dead links and create those articles and place a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template within them?&lt;br /&gt;
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spanish translation ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PROBLEM ==&lt;br /&gt;
since you &amp;quot;upgraded&amp;quot; the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this:    DF2010-Magma.gz&lt;br /&gt;
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual&lt;br /&gt;
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upload Button Missing ==&lt;br /&gt;
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
 --[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)&lt;br /&gt;
&lt;br /&gt;
== Eagles ==&lt;br /&gt;
&lt;br /&gt;
Why can't I create new pages? I want to create a page about normal eagles.&lt;br /&gt;
&lt;br /&gt;
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== a namespace just for me? ==&lt;br /&gt;
&lt;br /&gt;
It says that if i'd like a user page i should post here asking for one.&lt;br /&gt;
can i have a namespace for me please?  under Zazq?  [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== UserPage ==&lt;br /&gt;
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like a user page too, name KevinFragger2427. Thanks.&lt;br /&gt;
&lt;br /&gt;
== v34 Utilities ==&lt;br /&gt;
&lt;br /&gt;
Can we get a [[DF2012:Utilities]] page created?&lt;br /&gt;
&lt;br /&gt;
== Giant sponges ==&lt;br /&gt;
&lt;br /&gt;
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.&lt;br /&gt;
&lt;br /&gt;
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly  ?&lt;br /&gt;
&lt;br /&gt;
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can I have two pages created? ==&lt;br /&gt;
&lt;br /&gt;
I'd like to have two pages created for me, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.&lt;br /&gt;
&lt;br /&gt;
2. I would also like a whole new mod article made, please. Title it &amp;quot;Modern Warfare: Year 2100&amp;quot; too, please, as well.&lt;br /&gt;
&lt;br /&gt;
EDIT: Username is UristMcHuman. Sorry I forgot that&lt;br /&gt;
&lt;br /&gt;
== Interactions. ==&lt;br /&gt;
&lt;br /&gt;
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)&lt;br /&gt;
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.&lt;br /&gt;
&lt;br /&gt;
== User page for Darchitect. ==&lt;br /&gt;
&lt;br /&gt;
I'd like one, if you'd be so kind.&lt;br /&gt;
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect&lt;br /&gt;
&lt;br /&gt;
== Favicon Recovery ==&lt;br /&gt;
&lt;br /&gt;
I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]&lt;br /&gt;
&lt;br /&gt;
== Request for User Page ==&lt;br /&gt;
&lt;br /&gt;
Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for Confirmed User ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an &amp;quot;Autoconfirmed user&amp;quot; so that I can add my tileset to the Tileset repository. The &amp;quot;autoconfirmation&amp;quot; never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you!  --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cached Special Pages ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is the DF2012:Creatures page getting too big for the server? ==&lt;br /&gt;
&lt;br /&gt;
The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)&lt;br /&gt;
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DFRawFunctions ==&lt;br /&gt;
&lt;br /&gt;
I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I want to make Korean Wiki. ==&lt;br /&gt;
&lt;br /&gt;
I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.&lt;br /&gt;
&lt;br /&gt;
I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.&lt;br /&gt;
&lt;br /&gt;
How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Create Redir [[DF2012:Well_guide]] ==&lt;br /&gt;
&lt;br /&gt;
Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -&amp;gt; [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Froot wants a userpage too. ==&lt;br /&gt;
&lt;br /&gt;
Hey-lo.&lt;br /&gt;
Yet another userpage request.&lt;br /&gt;
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
there is no &amp;quot;DF2012 Talk:Cave crocodile&amp;quot;, added an my issue  about my &amp;quot;Bosa, Cave Crocodile (+trained+)&amp;quot; which cost me about an game-hour lost due to reloading save  in the article. Wonder, why there is no &amp;quot;talk&amp;quot; pages for everything by default? There are many cases which need some science before editing articles :(&lt;br /&gt;
&lt;br /&gt;
== Minecarts 101 page? ==&lt;br /&gt;
&lt;br /&gt;
Can we get a &amp;quot;Minecarts 101&amp;quot; page started the same way there are intro pages for things like the military?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56&lt;br /&gt;
&lt;br /&gt;
== Page request ==&lt;br /&gt;
&lt;br /&gt;
May I request a userpage?&lt;br /&gt;
&lt;br /&gt;
-Erich&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello!  I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2012_Talk:Siege ==&lt;br /&gt;
&lt;br /&gt;
please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege&lt;br /&gt;
&lt;br /&gt;
thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius&lt;br /&gt;
&lt;br /&gt;
== Wiki in spanish??? ==&lt;br /&gt;
&lt;br /&gt;
How can I create a page for the wiki in spanish?&lt;br /&gt;
&lt;br /&gt;
== add #dwarffortress irc.freenode.net to main page IRC section ==&lt;br /&gt;
&lt;br /&gt;
Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?&lt;br /&gt;
Thank you&lt;br /&gt;
&lt;br /&gt;
== new user page request ==&lt;br /&gt;
&lt;br /&gt;
looking for a user page so I can store my scripts in the wiki.&lt;br /&gt;
&lt;br /&gt;
thanks&lt;br /&gt;
vjek&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 20:17, 23 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== new page request ==&lt;br /&gt;
Hi&lt;br /&gt;
could you add a talk page at the &amp;quot;raw adamantine&amp;quot; article&lt;br /&gt;
user: grafsnow&lt;br /&gt;
&lt;br /&gt;
== DF2012:World rejection ==&lt;br /&gt;
&lt;br /&gt;
Hi, I'm trying to write the page for DF2012:World rejection http://dwarffortresswiki.org/index.php/DF2012:World_rejection which has a red link on the Advanced World Generation page but I can't create a new page. Do I need somebody to make it for me? Thanks, Seb. --[[User:SAFry|SAFry]] 19:08, 30 June 2012 (UTC)&lt;br /&gt;
:I created it for him.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 02:18, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Could I get a page for my mod? ==&lt;br /&gt;
&lt;br /&gt;
I'm currently working on a mod, and I'd really like a page where I can put what the mod is, how you use it, what it includes, etc...&lt;br /&gt;
I'm sorry if it looks kinda sketchy that I just created this account today and I'm being vague about the mod Dx&lt;br /&gt;
Anyways, if/when you create it, could you title it ''PlayableCiv+'' &lt;br /&gt;
Thanks:)&lt;br /&gt;
[[User:Toxicshadow|Toxicshadow]] 05:30, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arms Industry Page ==&lt;br /&gt;
&lt;br /&gt;
Could you create an &amp;quot;Arms Industry&amp;quot; page for information concerning production of weapons? Alternatively, it could be called &amp;quot;Weapons Industry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== User Page ==&lt;br /&gt;
&lt;br /&gt;
Would be very glad if i had a user page as a kind of sandbox (and to put some !!science!! stuff up there) [[User:Lorb|Lorb]] 09:53, 7 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Could you make me a user page?&lt;br /&gt;
&lt;br /&gt;
== Requesting Page Creation for 'Fixed Creatures' ==&lt;br /&gt;
&lt;br /&gt;
There has been some discussion on r/DwarfFortress ([http://www.reddit.com/r/dwarffortress/comments/w8ht8/need_help_my_giant_black_mambas_wont_breed/]) about animals that don't lay eggs that should, eggs that don't hatch due to a missing Tag, and other various issues.  I would like to create a space where we can create a list of animals with the values and tags modified to be more accurate. Thanks!--Dragoon209&lt;br /&gt;
&lt;br /&gt;
Edit: I haven't received any word that the pages have been created, and a quick search shows no matches for 'Fixed Creatures'.  Is there any information I am missing to start the process?  Thanks in advance!&lt;br /&gt;
[[User:Dragoon209|Dragoon209]] 18:19, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: What page titlewould you like? --[[User:Briess|Briess]] 18:26, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: How about &amp;quot;DF2012:Fixed_Creature_RAWs&amp;quot;? [[User:Dragoon209|Dragoon209]] 18:34, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outpost Liason ==&lt;br /&gt;
&lt;br /&gt;
I am simply looking for more information about a phenomenon that has happened twice now. An outpost liason came to my fort and asked if I wanted to join their colony. What are the pros and cons of saying either yes or no? Please help!&lt;br /&gt;
&lt;br /&gt;
== Yet Another User Page ==&lt;br /&gt;
&lt;br /&gt;
Just requesting a user page created, to play around in and post some of my own DF-related stuff. Thanks! [[User:MasterShizzle|MasterShizzle]] 17:59, 13 July 2012 (UTC)&lt;br /&gt;
:Umm... wow. That was fast! You guys are awesome. [[User:MasterShizzle|MasterShizzle]] 18:12, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Symbol Sets (Modding) ==&lt;br /&gt;
&lt;br /&gt;
Can someone create a page for Symbol Sets, as used in Entity files, and found in language_SYM.txt?&lt;br /&gt;
[[User:Toxicshadow|Toxicshadow]] 23:32, 15 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 2012 Talk:Door ==&lt;br /&gt;
&lt;br /&gt;
Hi Emily,&lt;br /&gt;
&lt;br /&gt;
I'd like to start [[DF2012 Talk:Door]], since I can verify that artifact doors are indestructible. (There is a verify tag for that in the [[DF2012:Door#Notes]] section.) Here is the text I want to add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I can verify that artifact doors are indestructible. An artifact door is all that stands between my necropolis fortress (some 100 casualties in the previous siege) and 8 trolls standing right outside the door. The trolls have been there for an entire season. They showed up when the elven caravan arrived in spring, and are still there to greet the human caravan which just arrived.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Great Cthulhu|Great Cthulhu]] 23:13, 19 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Need 2 pages created ==&lt;br /&gt;
&lt;br /&gt;
I would like to have my user page created, furthermore i would like to help improve the DF2012 Contaminant page,&lt;br /&gt;
and i need the DF2012 Talk:Contaminant created.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Ipsin|Ipsin - Everything is better with magma ]] 16:06, 23 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello there! I am writing this to request the a user page (obviously :)) I'm a confirmed user, although I have less than 10 edits so far, I swear I am not a bot! I am actually more interested in the user page as a personal sandbox of the moment to figure out name space templates and the like without messing anything up. I use the wiki daily (I have only been playing for a few months, you guys were a life saver) so I am still going through plenty of articles all the time and would like to contribute more than I am able to now. I learn by doing and don't want to mess up any templates or the like :)&lt;br /&gt;
&lt;br /&gt;
Thanks very much for any help you are able to provide &lt;br /&gt;
--&lt;br /&gt;
[[User:Phage|Phage]] 05:45, 26 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Advanced_world_generation&amp;diff=175668</id>
		<title>v0.34 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Advanced_world_generation&amp;diff=175668"/>
		<updated>2012-07-21T17:07:56Z</updated>

		<summary type="html">&lt;p&gt;Phage: secret types -[ necromancers, not forgotten beasts?]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Secret Types==&lt;br /&gt;
I am pretty sure this is necromancers, and nothing to do with forgotten beasts. The interaction raw for secrets only has life and death present. Might be the only &amp;quot;secret&amp;quot; present in the game at the moment. Are there any examples from other raws for forgotten beasts? -- [[User:Phage|Phage]] 17:07, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
I think most of this page is just copied over from a previous version so hopefully nobody will mind me updating it but whoever worked on this page before; thanks, you've obviously done a lot of work! &lt;br /&gt;
&lt;br /&gt;
I'm currently updating the page with information based on experiments on this forum page http://www.bay12forums.com/smf/index.php?topic=112132.0 I won't be adding much more to that thread, just working on bringing the info here but please feel free to come and question anything I've said. I want this page to be right, I want to be the first to know if I got something wrong. &lt;br /&gt;
&lt;br /&gt;
Will be posting any future threads here, also if anybody wants to do their own thread big or small please post it here or message me because I would love to see it. - SAFry&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Advanced_world_generation&amp;diff=175666</id>
		<title>v0.34:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Advanced_world_generation&amp;diff=175666"/>
		<updated>2012-07-21T15:06:27Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* Magma Layer */ [sp: vulcanism -&amp;gt; volcanism]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file.''&lt;br /&gt;
:''See [[World rejection]] for information on solving problems related to worlds always being rejected.''&lt;br /&gt;
:''See [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
When you want more control of what your world looks like, it's time for '''advanced world generation'''. A detailed reference with advice is provided below. This article assumes that you are already familiar with [[World generation|'''basic''' world generation]]. If you are not then please read about that first.&lt;br /&gt;
&lt;br /&gt;
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedWorldGen.png‎]]&lt;br /&gt;
&lt;br /&gt;
This screen is relatively intuitive but some parts could use some explanation.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
&lt;br /&gt;
The list of already defined parameter sets is in the upper right corner. You can select the current set that you want to work with using the up and down directional keys.&lt;br /&gt;
&lt;br /&gt;
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set but note that this will not affect the name of the world that is generated.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;data/init/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.&lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17,33,65,129, and 257. Others may not work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run word generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.&lt;br /&gt;
&lt;br /&gt;
In order to find out what seed values were used for the last world you generated you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed value listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such you cannot for example change the minimum and maximum rainfall and get the same world but drier or wetter, instead a different world is generated. Saying that, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
[DIM:X:X] &amp;lt;br /&amp;gt;&lt;br /&gt;
[ELEVATION:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[RAINFALL:X:X:X:X] &amp;lt;br /&amp;gt;&lt;br /&gt;
[TEMPERATURE:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRAINAGE:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VOLCANISM:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SAVAGERY:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ELEVATION_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[RAIN_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRAINAGE_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SAVAGERY_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VOLCANISM_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PARTIAL_OCEAN_EDGE_MIN:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COMPLETE_OCEAN_EDGE_MIN:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[HAVE_BOTTOM_LAYER_1:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many other world parameters such as end year and embark points can however be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert back to all seeds being random using {{K|S}}.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already defined parameter set you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[World generation]].&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world token]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the UI, not necessarily the other they appear in the configuration file. See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
Terrain Parameters, as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis although sometimes it will be hotter in the north, other times in the south. Minima and maxima and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
Weighted Meshes, these are a way to fine tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
Rejection Parameters, Dwarf Fortress has a belt and braces approach to world generation. The above controls allow you to shape the world then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected an re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
The are also the feature placing options such as rivers, mountain peaks, volcanoes and oceans. These can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here you can enter specific seed values for different parts of the world generation process. Different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world if you want.&lt;br /&gt;
&lt;br /&gt;
Normally you will want to leave all of these set to Random unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally you can do just fine by leaving this value set to default, but you might want to up it for experimental/testing purposes or to help dwarves survive in a particularly evil world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1274]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member beings on the map. It should usually be kept the same value as the appropriate sized standard map. Turning the value up will result in larger civilizations. You can enter -1 to make population unlimited in which case populations will only be limited by factors like biome, space, number of sites, and per-civilization population caps.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. This means that '''if you set this parameter to -1 (&amp;quot;No cap&amp;quot;), you can quickly be overrun''' by sites and population. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map, in respect to this kind of unchecked growth. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement.&lt;br /&gt;
&lt;br /&gt;
Huge populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc though the number of sites will ultimately still be limited by things like space, terrain, and population cap. &lt;br /&gt;
&lt;br /&gt;
Note that '''this parameter controls only &amp;quot;civilization&amp;quot; sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.&lt;br /&gt;
&lt;br /&gt;
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop early.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to insure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are people or creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed &amp;quot;a creature at Eviltower in the year 102.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to all information about the history of the world in Legends mode. If set to No, then you will have to discover historical information in adventure mode or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[Rain]] more in a given area, which can have various effects.&lt;br /&gt;
&lt;br /&gt;
Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
[[Temperature]] appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower then the gradient could be from &amp;quot;cold&amp;quot; to &amp;quot;colder&amp;quot; rather than &amp;quot;cold&amp;quot; to &amp;quot;warm&amp;quot; for example. Dwarf Fortress automatically applies temperature variations for latitude and elevation.&lt;br /&gt;
&lt;br /&gt;
So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The &amp;quot;base&amp;quot; temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of Igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting minimum to high value is not a good way to produce multiple volcanoes as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for more many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Notice that with this coarse mesh, the terrain seems to appear almost like a grid of &amp;quot;pyramids&amp;quot; that are smoothed together. With a finer mesh size, these pyramids will be smaller, more numerous, smoother, and less apparent.]]&lt;br /&gt;
==== Mesh Size ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how &amp;quot;finely grained&amp;quot; weighted ranges will be applied. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. The end result of this is that a small mesh, for example 2x2, will affect less of the map then a large mesh, like 16x16 for a medium map, which will affect almost all of the map. Also note that the X,Y variance can also have a profound effect on the implementation of the mesh, see this [http://www.bay12forums.com/smf/index.php?topic=112132.msg3410520#msg3410520 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
Mesh Size affects the smoothing brush in the world painter.&lt;br /&gt;
&lt;br /&gt;
==== Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) then about 60% of the map squares (on average) will have an elevation in the range of 0-20, and the other ranges will be represented by around 10% of the map squares each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
The way the process appears to work is that the map is divided into a &amp;quot;wireframe mesh&amp;quot; where the lines are Mesh Size number of tiles apart. Each intersection of the &amp;quot;wires&amp;quot; is randomly assigned an elevation (or whatever) and then the tiles between these points are smoothed out. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. Elevations of 400 must be possible for mountain peaks to occur. If set to zero then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation 400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting but other than that they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly they do increase the highest Z-level above ground in all embark zones in the same region even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map.&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of:&lt;br /&gt;
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side.  Think the east or west coast of the United States, the north coast of Canada, or southern Europe.  If your edge ocean happens to pick your world's frozen side most of it will be glacier.&lt;br /&gt;
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra on v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter. Although most of the detailed information comes from experiments on previous versions. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;'''Note: as of DF2012 low mineral scarcity settings do not cause rejections.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeasts Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of semi-megabeasts placed at the beginning of history. Semi-megabeasts are giants, ettins, minotaurs and cyclopes which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of titans that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80 which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]] worth of merchandise, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met. Therefore even with 1 dwarf a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. Thus many different types of demons will exist in the world but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Night troll|night trolls]] that will exist in the world. These are also procedurally generated. Setting this to zero means that the world will have no night trolls.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeyman are procedurally generated, though their forms do not vary by much. Setting this to zero, means that the world will have no bogeyman.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Vampire|vampires]] that will exist in the world. Although they too are generated at the start of a new world, they generally no different from one another, with the biggest difference being what stat bonuses their vampirism gives {{verify}}. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Werebeast Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Werebeast|werebeasts]] that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well known of these amount as different species of animal beasts. From lizards, to wolves, to maybe even bears. Setting this to zero means no werebeasts will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
Though I specifically am not sure, I'm convinced that by secret types, they are talking about [[Forgotten beast|Forgotten beasts]] {{verify}}. If so, then the number limits how many unique forgotten beasts can exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:44]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
Many maintain the idea that regional interaction types are what permit the dead to rise in [[Surroundings#Evil|evil]] biomes. Rumors have it that the other [[Surroundings#Good|two]] [[Surroundings#Savage|biomes]] have interaction types themselves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being as pointless as is, (since you're never forced to enter a tomb anyways), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully liquid liquids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for.&lt;br /&gt;
&lt;br /&gt;
The exact size of small, medium, and large are: small is 1-24, medium is 25-99, and large is 100+, for any map size. The counts used here will always be restricted to regions of the given size no matter how large the number. Also, the count is more of a goal than a minimum or maximum. As a result you can end up with many more or many fewer than the requested number of squares in some situations.&lt;br /&gt;
&lt;br /&gt;
In particular, if you have something like case where only 3 large regions exists in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations can not exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations. Dwarves, for example, need non-aligned biomes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is the maximum number of squares on a map of a given size. If the total number of squares on a map is lower than the sum of all square count parameters then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17x17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33x33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65x65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129x129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257x257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of mix-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more then the total number of squares for a pocket or small map. However for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far to many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around.&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layer Number ====&lt;br /&gt;
&lt;br /&gt;
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' If this is 0 then you will not have caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=76355.0 this forum thread] for more information on openness and density including many more images.&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor volcanism, so even if 0/No there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it. (Unknown whether this has any impact on occurrence of HFS &amp;quot;temple&amp;quot;.){{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers.  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-Levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As for version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of second cavern and very bottom of first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of third cavern and very bottom of second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of earth between very highest magma and very bottom of third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber.&amp;lt;br /&amp;gt;Only valid if Bottom Layer present.&amp;lt;br /&amp;gt;Often has no impact.&amp;lt;br /&amp;gt;Values larger than default results in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, can not be controlled.  For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 Region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large values can cause strange things to happen.  Even more true for small values.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are sort of like caverns except that they have a passage to the surface and are generally much smaller. Caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of (Non-)Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of caves that will be generated. Lurking Kobold's set up shop in Caves and store stolen items here. A setting of 0 in both, will stop Kobold Civilizations from appearing.  Special Note: A cave is not a lair.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of civilizations will be placed on the map before history generation begins. These civilizations may later die out due to historical events. The five races being Dwarf, Elf, Human, Goblin and Kobold, they will be placed in equal numbers until the quota has been reached. If there is an odd number of civs (not divisible by 5) then the remainder is distributed randomly. Kobold civs require caves to be placed, if no caves exist then the Kobold civs are skipped and other civs placed, it does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc, don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of your generated worlds always being rejected by the world generator, see [[World_rejection#Solving_World_Rejection_Problems|Solving World Rejection Problems]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific then the [[Worldgen examples|Worldgen examples]] might be helpful. These are complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired.&lt;br /&gt;
If they have nothing for you try [[Worldgen Tricks|Worldgen Tricks]], for known tricks and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 v0.34 WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
== Bugs == &lt;br /&gt;
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Deep_pit&amp;diff=175632</id>
		<title>v0.34:Deep pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Deep_pit&amp;diff=175632"/>
		<updated>2012-07-20T03:29:56Z</updated>

		<summary type="html">&lt;p&gt;Phage: copyed: [&amp;quot;hallow&amp;quot; -&amp;gt; &amp;quot;hollow&amp;quot;]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Fine|01:19, 1 June 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Deep pits''' are a type of hollow underground feature, basically holes of a fixed shape reaching down from one [[cavern]] layer to the next. The top [[z-level]], where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
Deep pits act as a flyer-only passage for lower-level creatures to path to your fortress, which is a bad thing. On the other hand, they can be used for garbage disposal and in retracting-[[bridge]] [[trap design|trap]]s, as it's a long, long way down to the bottom, and will render anything that falls through into bloody splatters.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Using_bins_and_barrels&amp;diff=175630</id>
		<title>v0.34:Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Using_bins_and_barrels&amp;diff=175630"/>
		<updated>2012-07-20T02:07:47Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* Managing stockpiles directly */ - [copyed: decremeant -&amp;gt; decrease increment -&amp;gt; increase]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:26, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [59]≡) of items occupies one space of [[stockpile]] room. You can consolidate stockpile space by building [[bin]]s, [[barrel]]s and [[large pot|pots]] that can hold many items at once. Barrels and pots store [[food]] and [[alcohol]]; bins can store many types of smaller items, such as [[finished goods]], [[metal]] [[bar]]s, [[ammo]], or [[gem]]s. Building a steady supply of [[container]]s helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
==Food Storage==&lt;br /&gt;
&lt;br /&gt;
Food can be stored in [[barrel]]s or [[large pot|pots]].  Each container will hold up to 10 units of food.  A stack greater than size 10 cannot be stored in a container.&lt;br /&gt;
&lt;br /&gt;
Foods will only be stored together if they're from the same category.  For example, dwarves will never mix plants and meat in the same barrel.&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing seeds is that [[bag]]s are required to put seeds in. These bags will then be placed inside the barrel or pot. Otherwise, the dwarves'll end up with one seed per tile - quite inefficient![http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/[[Block]], ammo, gems, finished goods, [[cloth]] and [[leather]] stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will claim an empty container whenever it doesn't already have one. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize, using {{k|q}} → {{k|c}}/{{k|v}} and {{k|e}}/{{k|r}} to decrease and increase the limits.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and [[dwarven syrup]], they do not have to be located on a [[furniture]] stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
Though it is possible to reserve bins, there is no advantage in doing so, as no workshop tasks make use of empty bins.&lt;br /&gt;
&lt;br /&gt;
==Barrel Reassignment Surgery==&lt;br /&gt;
&lt;br /&gt;
If you have a fixed number of barrels (possibly due to a lumber shortage because you're playing in a [[Fun]] place like the tundra) and your food stockpile is using too many barrels and you need some for booze, or if for some reason the opposite is true, you can force the dwarves through a series of steps to have the barrels switch from one stockpile to another.  Assume you have too much barrelled food and you need barrels for booze.  First, designate a small [[Activity_zone#Garbage_Dump|garbage dump]] zone nearby.  Then set the maximum barrel limit on the food stockpile way down--possibly to zero.  Don't worry, the existing barrels won't be dumped as a result.  Now view a barrel and then once inside, view each individual food item and set it to {{k|d}} for dump (but do not dump the barrel itself).  The dwarves will take the food from the barrel and throw it into the garbage zone, and once the barrel is empty they will immediately move it to a furniture stockpile because the food stockpile barrel limit is exceeded already.  Now you have a free barrel with which to [[brewing|brew]].  You can reclaim the food from the garbage dump now, and the dwarves will do what they can to store it.  Be warned that this might end up being on the floor in the stockpile which could attract flies.  Remember to set the barrel limit on the food stockpile back up to some reasonable level if you get your hands on some new barrels.&lt;br /&gt;
&lt;br /&gt;
See [[large pot]]s for a non-wood alternative to barrels for some uses.&lt;br /&gt;
&lt;br /&gt;
==Barrel and bin material==&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials when possible. Even the heaviest types of [[wood]] are lighter than any metal (excluding [[adamantine]]) - the wood of [[feather tree]]s is the best of all.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Using_bins_and_barrels&amp;diff=175629</id>
		<title>v0.34:Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Using_bins_and_barrels&amp;diff=175629"/>
		<updated>2012-07-20T02:05:45Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* Barrel and bin material */  - [rm: cedar for bins] [cedar is now avg density(570)]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:26, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [59]≡) of items occupies one space of [[stockpile]] room. You can consolidate stockpile space by building [[bin]]s, [[barrel]]s and [[large pot|pots]] that can hold many items at once. Barrels and pots store [[food]] and [[alcohol]]; bins can store many types of smaller items, such as [[finished goods]], [[metal]] [[bar]]s, [[ammo]], or [[gem]]s. Building a steady supply of [[container]]s helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
==Food Storage==&lt;br /&gt;
&lt;br /&gt;
Food can be stored in [[barrel]]s or [[large pot|pots]].  Each container will hold up to 10 units of food.  A stack greater than size 10 cannot be stored in a container.&lt;br /&gt;
&lt;br /&gt;
Foods will only be stored together if they're from the same category.  For example, dwarves will never mix plants and meat in the same barrel.&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing seeds is that [[bag]]s are required to put seeds in. These bags will then be placed inside the barrel or pot. Otherwise, the dwarves'll end up with one seed per tile - quite inefficient![http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/[[Block]], ammo, gems, finished goods, [[cloth]] and [[leather]] stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will claim an empty container whenever it doesn't already have one. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize, using {{k|q}} → {{k|c}}/{{k|v}} and {{k|e}}/{{k|r}} to decrement and increment the limits.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and [[dwarven syrup]], they do not have to be located on a [[furniture]] stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
Though it is possible to reserve bins, there is no advantage in doing so, as no workshop tasks make use of empty bins.&lt;br /&gt;
&lt;br /&gt;
==Barrel Reassignment Surgery==&lt;br /&gt;
&lt;br /&gt;
If you have a fixed number of barrels (possibly due to a lumber shortage because you're playing in a [[Fun]] place like the tundra) and your food stockpile is using too many barrels and you need some for booze, or if for some reason the opposite is true, you can force the dwarves through a series of steps to have the barrels switch from one stockpile to another.  Assume you have too much barrelled food and you need barrels for booze.  First, designate a small [[Activity_zone#Garbage_Dump|garbage dump]] zone nearby.  Then set the maximum barrel limit on the food stockpile way down--possibly to zero.  Don't worry, the existing barrels won't be dumped as a result.  Now view a barrel and then once inside, view each individual food item and set it to {{k|d}} for dump (but do not dump the barrel itself).  The dwarves will take the food from the barrel and throw it into the garbage zone, and once the barrel is empty they will immediately move it to a furniture stockpile because the food stockpile barrel limit is exceeded already.  Now you have a free barrel with which to [[brewing|brew]].  You can reclaim the food from the garbage dump now, and the dwarves will do what they can to store it.  Be warned that this might end up being on the floor in the stockpile which could attract flies.  Remember to set the barrel limit on the food stockpile back up to some reasonable level if you get your hands on some new barrels.&lt;br /&gt;
&lt;br /&gt;
See [[large pot]]s for a non-wood alternative to barrels for some uses.&lt;br /&gt;
&lt;br /&gt;
==Barrel and bin material==&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials when possible. Even the heaviest types of [[wood]] are lighter than any metal (excluding [[adamantine]]) - the wood of [[feather tree]]s is the best of all.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Gem_industry&amp;diff=175307</id>
		<title>v0.34:Gem industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Gem_industry&amp;diff=175307"/>
		<updated>2012-07-14T03:22:36Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* Obtaining Gems */  - add:gem drop rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:39 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and can be used to enhance finished goods with [[decoration]]s. Because of the skills and materials involved, the gem industry is very closely tied to the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Jeweler's Workshop==&lt;br /&gt;
The [[jeweler's workshop]] is the heart of the gem industry. '''Rough gems'''  are taken to the the jeweler's workshop, where dwarves use the [[Gem cutter]] skill to turn the rough gems into '''cut gems''' or '''large gems.''' At the same workshop, a dwarf uses the [[Gem setter]] skill to take the cut gems and use them to [[decoration|encrust]] a wide variety of items.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Gems==&lt;br /&gt;
The easiest way to obtain rough gems is through [[mining]], every gem has a 100% chance of being dropped when mined.&lt;br /&gt;
&lt;br /&gt;
The [[glass industry]] is also a ready source of [[glass|raw glass]], which is treated in all ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarves [[experience]] in Gem Cutting and Gem Setting, or at least preventing those skills from becoming [[Rusty]].&lt;br /&gt;
&lt;br /&gt;
Finally, all manner of gems are generally available through trade with dwarf and human [[caravan]]s, including rough gems, cut gems, large gems, gem crafts, and various glass products.&lt;br /&gt;
&lt;br /&gt;
==Gem Cutting==&lt;br /&gt;
[[Gem cutting]] is a [[job]] at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be encrusted (see '''Gem Setting''', below). Large gems and gem crafts are [[finished goods]] and occur much more seldom; gem crafts are rarer than large gems. The gem cutter's skill level does not appear to affect the chances of producing a large gem or gem crafts, since gems have no quality levels, but it is possible that levels past [[Legendary]] might affect the process{{verify}}. Experimental results suggest that the odds of getting a large gem are 1 in 7, and the odds of gem crafts are 1 in 15{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. &lt;br /&gt;
&lt;br /&gt;
===Large Gems===&lt;br /&gt;
'''Large gems''' are considered [[finished goods]] and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have [[item value|quality levels]], dependent on the skill level in Gem Cutting{{verify}}. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem of base quality is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Gem Crafts===&lt;br /&gt;
'''Gem crafts''' are [[crafts]] made out of a type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above mentioned large gems), gem crafts have [[item value|quality levels]], dependent on the skill level in Gem Cutting{{verify}}. [[Glass]] cannot be made directly into crafts at a [[glass furnace]], only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Perfect Gems===&lt;br /&gt;
'''Perfect gems''' are [[artifact]]s created by dwarves seized by a [[strange mood]]. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (120); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼, plus the value of any additional decorations. Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a moody dwarf choosing one of them. Forbidding low-value gems is also an option.&lt;br /&gt;
&lt;br /&gt;
==Gem Setting==&lt;br /&gt;
[[Gem setting]] is a [[job]] at the jeweler's workshop, and takes a ''cut gem'' to [[decoration|encrust]] [[furniture]], [[ammo]], and [[finished goods]]. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of [[stockpiles]], and probably locking the [[jeweler]] in a [[burrow]] to avoid them going to different stockpiles.&lt;br /&gt;
&lt;br /&gt;
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem decoration is thus worth 20-7,200☼. A given item may possess multiple decorations (but only one using each type of gem{{verify}}), and encrusting items with gems can increase the wealth of a fortress substantially.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
The [[glass industry]] produces ''raw glass'', which is treated as a rough gem for all purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possibly, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a [[Gem setter]], just like any other cut gem. &lt;br /&gt;
&lt;br /&gt;
Glass crafts et al. made by gem cutting instead of normal [[glassmaking]] '''do not''' satisfy [[mandate]]s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem [[window]], although this is less valuable than making a window directly from glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Gem cutter]]s receive the same experience cutting raw glass as other, more valuable gems; so it is typical for beginning [[jeweler]]s to &amp;quot;train&amp;quot; by cutting raw green glass gems until they reach [[Legendary]] skill level. This requires a good source of [[sand]] and [[fuel]] or [[magma]] for the [[glass furnace]], and provides a surplus of cut glass gems which may be used to [[encrust]] trade goods and the like.&lt;br /&gt;
&lt;br /&gt;
==Gem Windows==&lt;br /&gt;
[[Window]]s can be made out of any sort of glass at a [[glass furnace]] (in which case they are a type of [[furniture]]), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a &amp;quot;gem window.&amp;quot; If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a &amp;quot;gem window&amp;quot; yields the gems that made it up.&lt;br /&gt;
&lt;br /&gt;
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a [[glass]] [[window]] has a [[value]] modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value.&lt;br /&gt;
&lt;br /&gt;
==Industry Management==&lt;br /&gt;
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contains valuable gems (like [[kimberlite]], the source of all diamonds). Designate rare or valuable clusters of gems as [[burrow]]s for your high-skill miners to maximize your yield. &lt;br /&gt;
&lt;br /&gt;
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Designate the jeweler's workshop/high-value stockpile as a burrow specific your highest-level jeweler(s), and the jeweler's workshop/low-value stockpile as a burrow specific to your jewelers-in-training. For extra safety, use ({{key|q}}-{{key|P}}) to set the high-value jeweler's workshop profile so only your highest-skilled jewelers can use it.&lt;br /&gt;
&lt;br /&gt;
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Encrusting skills, particularly if your [[glass industry]] is in full swing.&lt;br /&gt;
&lt;br /&gt;
When encrusting items, dwarves will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible, as part of the burrow. And, if necessary, lock the doors until the jeweler encrusts the item.&lt;br /&gt;
&lt;br /&gt;
==Industry Overview==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| raw glass counts as rough gems&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|☼|#090|☼|#099|☼|#fff|&lt;br /&gt;
  |☼|#090|☼|#099|☼|#099|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
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}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Item Block|title=Gem Clusters&lt;br /&gt;
  |background=#777|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Mining&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
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  |L|#ccc|C|#ccc|A|#ccc|&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|A|#fff| rough rock crystals&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Glass industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
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{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem cutting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|#afa|C|#afa|L|#afa|&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#afa|T|#afa|L|#afa| sometimes created&lt;br /&gt;
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}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Item Block|title=Gem Windows&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|▒|#f00|▒|#00f| |#fff|&lt;br /&gt;
  | |#fff|▒|#0f0|▒|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
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{{Item Block|title=Large Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
  | |#fff|♦|#0f0|♦|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Crafts&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#f00|♀|#f00|o|#00f|°|#00f|&lt;br /&gt;
  |Å|#0f0|¶|#0f0|♀|#fff|δ|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Furnit. Hauling&lt;br /&gt;
  |color=3:0|&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#acc|T|#acc|L|#acc| 3 gems are needed&lt;br /&gt;
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}}&lt;br /&gt;
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{{Item Block|title=Cut Gems&lt;br /&gt;
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{{Item Block|title=Ammo&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |/|#999|/|#999|/|#555|/|#555|&lt;br /&gt;
  |/|#999|/|#770|/|#770|/|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
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{{Item Block|title=Encrusted Ammo&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |/|#999|/|#999|/|#555|/|#555|&lt;br /&gt;
  |/|#999|/|#770|/|#770|/|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Gem_industry&amp;diff=175304</id>
		<title>v0.34:Gem industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Gem_industry&amp;diff=175304"/>
		<updated>2012-07-14T01:54:04Z</updated>

		<summary type="html">&lt;p&gt;Phage: /* Obtaining Gems */  -rm txt: Miner skill no longer determines gem drop rates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:39 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and can be used to enhance finished goods with [[decoration]]s. Because of the skills and materials involved, the gem industry is very closely tied to the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Jeweler's Workshop==&lt;br /&gt;
The [[jeweler's workshop]] is the heart of the gem industry. '''Rough gems'''  are taken to the the jeweler's workshop, where dwarves use the [[Gem cutter]] skill to turn the rough gems into '''cut gems''' or '''large gems.''' At the same workshop, a dwarf uses the [[Gem setter]] skill to take the cut gems and use them to [[decoration|encrust]] a wide variety of items.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Gems==&lt;br /&gt;
The easiest way to obtain rough gems is through [[mining]].&lt;br /&gt;
&lt;br /&gt;
The [[glass industry]] is also a ready source of [[glass|raw glass]], which is treated in all ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarves [[experience]] in Gem Cutting and Gem Setting, or at least preventing those skills from becoming [[Rusty]].&lt;br /&gt;
&lt;br /&gt;
Finally, all manner of gems are generally available through trade with dwarf and human [[caravan]]s, including rough gems, cut gems, large gems, gem crafts, and various glass products.&lt;br /&gt;
&lt;br /&gt;
==Gem Cutting==&lt;br /&gt;
[[Gem cutting]] is a [[job]] at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be encrusted (see '''Gem Setting''', below). Large gems and gem crafts are [[finished goods]] and occur much more seldom; gem crafts are rarer than large gems. The gem cutter's skill level does not appear to affect the chances of producing a large gem or gem crafts, since gems have no quality levels, but it is possible that levels past [[Legendary]] might affect the process{{verify}}. Experimental results suggest that the odds of getting a large gem are 1 in 7, and the odds of gem crafts are 1 in 15{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. &lt;br /&gt;
&lt;br /&gt;
===Large Gems===&lt;br /&gt;
'''Large gems''' are considered [[finished goods]] and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have [[item value|quality levels]], dependent on the skill level in Gem Cutting{{verify}}. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem of base quality is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Gem Crafts===&lt;br /&gt;
'''Gem crafts''' are [[crafts]] made out of a type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above mentioned large gems), gem crafts have [[item value|quality levels]], dependent on the skill level in Gem Cutting{{verify}}. [[Glass]] cannot be made directly into crafts at a [[glass furnace]], only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Perfect Gems===&lt;br /&gt;
'''Perfect gems''' are [[artifact]]s created by dwarves seized by a [[strange mood]]. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (120); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼, plus the value of any additional decorations. Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a moody dwarf choosing one of them. Forbidding low-value gems is also an option.&lt;br /&gt;
&lt;br /&gt;
==Gem Setting==&lt;br /&gt;
[[Gem setting]] is a [[job]] at the jeweler's workshop, and takes a ''cut gem'' to [[decoration|encrust]] [[furniture]], [[ammo]], and [[finished goods]]. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of [[stockpiles]], and probably locking the [[jeweler]] in a [[burrow]] to avoid them going to different stockpiles.&lt;br /&gt;
&lt;br /&gt;
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem decoration is thus worth 20-7,200☼. A given item may possess multiple decorations (but only one using each type of gem{{verify}}), and encrusting items with gems can increase the wealth of a fortress substantially.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
The [[glass industry]] produces ''raw glass'', which is treated as a rough gem for all purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possibly, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a [[Gem setter]], just like any other cut gem. &lt;br /&gt;
&lt;br /&gt;
Glass crafts et al. made by gem cutting instead of normal [[glassmaking]] '''do not''' satisfy [[mandate]]s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem [[window]], although this is less valuable than making a window directly from glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Gem cutter]]s receive the same experience cutting raw glass as other, more valuable gems; so it is typical for beginning [[jeweler]]s to &amp;quot;train&amp;quot; by cutting raw green glass gems until they reach [[Legendary]] skill level. This requires a good source of [[sand]] and [[fuel]] or [[magma]] for the [[glass furnace]], and provides a surplus of cut glass gems which may be used to [[encrust]] trade goods and the like.&lt;br /&gt;
&lt;br /&gt;
==Gem Windows==&lt;br /&gt;
[[Window]]s can be made out of any sort of glass at a [[glass furnace]] (in which case they are a type of [[furniture]]), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a &amp;quot;gem window.&amp;quot; If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a &amp;quot;gem window&amp;quot; yields the gems that made it up.&lt;br /&gt;
&lt;br /&gt;
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a [[glass]] [[window]] has a [[value]] modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value.&lt;br /&gt;
&lt;br /&gt;
==Industry Management==&lt;br /&gt;
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contains valuable gems (like [[kimberlite]], the source of all diamonds). Designate rare or valuable clusters of gems as [[burrow]]s for your high-skill miners to maximize your yield. &lt;br /&gt;
&lt;br /&gt;
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Designate the jeweler's workshop/high-value stockpile as a burrow specific your highest-level jeweler(s), and the jeweler's workshop/low-value stockpile as a burrow specific to your jewelers-in-training. For extra safety, use ({{key|q}}-{{key|P}}) to set the high-value jeweler's workshop profile so only your highest-skilled jewelers can use it.&lt;br /&gt;
&lt;br /&gt;
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Encrusting skills, particularly if your [[glass industry]] is in full swing.&lt;br /&gt;
&lt;br /&gt;
When encrusting items, dwarves will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible, as part of the burrow. And, if necessary, lock the doors until the jeweler encrusts the item.&lt;br /&gt;
&lt;br /&gt;
==Industry Overview==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| raw glass counts as rough gems&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=Raw Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|☼|#090|☼|#099|☼|#fff|&lt;br /&gt;
  |☼|#090|☼|#099|☼|#099|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Item Block|title=Gem Clusters&lt;br /&gt;
  |background=#777|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Block|skill=Mining&lt;br /&gt;
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}}&lt;br /&gt;
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{{Item Block|title=Rough Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
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  |L|#fff|T|#fff|A|#fff| rough rock crystals&lt;br /&gt;
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}}&lt;br /&gt;
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{{Industry Block|industry=Glass industry&lt;br /&gt;
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{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem cutting&lt;br /&gt;
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  |E|#afa|C|#afa|L|#afa|&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#afa|T|#afa|L|#afa| sometimes created&lt;br /&gt;
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|-&lt;br /&gt;
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{{Item Block|title=Gem Windows&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|▒|#f00|▒|#00f| |#fff|&lt;br /&gt;
  | |#fff|▒|#0f0|▒|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=Large Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
  | |#fff|♦|#0f0|♦|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Crafts&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#f00|♀|#f00|o|#00f|°|#00f|&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
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{{Skill Block|skill=Furnit. Hauling&lt;br /&gt;
  |color=3:0|&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#acc|T|#acc|L|#acc| 3 gems are needed&lt;br /&gt;
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}}&lt;br /&gt;
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{{Item Block|title=Cut Gems&lt;br /&gt;
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  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
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|-&lt;br /&gt;
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{{Industry Block|industry=Goods industry&lt;br /&gt;
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|-&lt;br /&gt;
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{{Item Block|title=Finished Goods&lt;br /&gt;
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  |o|#770|¶|#fff|Å|#555|♀|#555|&lt;br /&gt;
  |♀|#999|♀|#090|δ|#ff0|æ|#999|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
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{{Item Block|title=Encrusted Goods&lt;br /&gt;
  |background=#000|&lt;br /&gt;
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}}&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Item Block|title=Encrusted Furniture&lt;br /&gt;
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{{Item Block|title=Ammo&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |/|#999|/|#999|/|#555|/|#555|&lt;br /&gt;
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&lt;br /&gt;
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
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{{Item Block|title=Encrusted Ammo&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
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|}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Phage</name></author>
	</entry>
</feed>