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		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233904</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233904"/>
		<updated>2017-11-28T11:40:54Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Lazy? Newb? Starter Pack? */ fix emphasis italics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Packs or Starter packs are packages to get people started with Dwarf Fortress. Simply download the one for your operating system and start playing Dwarf Fortress with all the best utilities and graphics/tilesets.&lt;br /&gt;
&lt;br /&gt;
Despite the name, the modern packs are ideal for new and veteran players alive. Using a pack lets you focus on playing the game, while still having access to quality of life additions like graphics/tilesets, utilities, and being able to change common settings without editing text files.&lt;br /&gt;
&lt;br /&gt;
Packs also make a great basis to start your own set of modifications from as you don't need to find, configure, compile, install, and update every tool for yourself.&lt;br /&gt;
&lt;br /&gt;
Separate packs are available for Windows, Mac, and Linux. Each platform's version is maintained by different community contributors. These can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Pack? ==&lt;br /&gt;
&lt;br /&gt;
A Starter pack or Lazy Newb pack includes all the utilities that a veteran player might want, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be okay.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also important to note that most of the contents of each pack were created by many members of the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - and not least Tarn and Zach for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
== Where do I get a Pack? ==&lt;br /&gt;
&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=163211.0 Linux: Enay's LinuxLNP]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=158322.0 Mac: Lazy Mac Pack]===&lt;br /&gt;
&lt;br /&gt;
A Lazy Newb Pack for Mac with lots of graphics packs but with not so many utilities.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== History of packs==&lt;br /&gt;
&lt;br /&gt;
Maintaining a pack is a lot of work and over the years people inevitable lose time or motivation to update their packs. Eventually someone new steps up and releases their own pack.&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
==== The first Lazy New Pack ====&lt;br /&gt;
&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot.0.31.12.v4.6.png|frame|right|Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png|frame|right|Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first pack with the name Lazy Newb Pack (LNP) was created by [http://www.bay12forums.com/smf/index.php?action=profile;u=16293 LucasUP] for Windows and DF version 0.31.12 and posted [http://www.bay12forums.com/smf/index.php?topic=59026 | in the bay12forums] on June 11, 2010. Before the LNP, it was becoming common for the community to bundle up their own distributions of Dwarf Fortress with tile sets, graphics, and mods to make them more accessible to players. Other notable packs from this era are [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus graphics] and [http://www.bay12forums.com/smf/index.php?topic=53649.0 Mayday's Graphic Set]. The LNP distinguished itself by providing an interface for changing common DF settings, instead of editing the raw text files included with the game.&lt;br /&gt;
&lt;br /&gt;
The first versions of the  LNP included a text-based interface (seen on the right) that only permitted the user to enable/disable [[aquifers]] and choose from the Phoebus, Mayday, and Ironhand graphics packs. They included the utilities [[DFHack]], [[Dwarf Foreman]], [[Dwarf Therapist]], [http://www.bay12forums.com/smf/index.php?topic=57428.0 PerfectWorldDF], [http://www.joelpt.net/quickfort/  Quickfort], [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] , [[Stonesense]].&lt;br /&gt;
&lt;br /&gt;
==== The original launcher with a GUI ====&lt;br /&gt;
&lt;br /&gt;
On December 31, 2010 [http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333 LucasUP released] the first version of the Lazy Newb Pack that contained the graphical interface launcher that is well known today. It became the key component of the pack, which allows easy configuration of the DF installation, choose graphics packs, launching of utilities, and provided one click toggling of settings instead of editing configuration files by hand.  The original launcher was built with Visual Basic and .NET 3.5, and for several years this meant that the LNP was only available for Windows systems.&lt;br /&gt;
&lt;br /&gt;
In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible, but also required manual configuration. This launcher was never finished and so never achieved wide usage, however some early Mac and Linux packs were available based on this version. It wasn't a complete pack, but just the launcher component that could be used to build platform-specific packs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Lnp-gui1.png|The original LNP launcher, Options Tab&lt;br /&gt;
File:Lnp-gui2.png|The graphics tab&lt;br /&gt;
File:Lnp-gui3.png|The utilities tab&lt;br /&gt;
File:Lnp-gui5.png|The advanced tab&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The End of the First Age ====&lt;br /&gt;
&lt;br /&gt;
In order to elicit help and contributions from the community LucasUP opensourced his graphical interface in February 2013 by releasing [https://github.com/LucasUP/LazyNewbPack/| the source on github] ([http://www.bay12forums.com/smf/index.php?topic=123384.0 forum post]).&lt;br /&gt;
&lt;br /&gt;
By the late autumn of year 2013 the LNP was out of date with new DF releases, and users were clamoring for an update. LucasUP's life had become to busy to focus on the LNP. On November 16, 2013 LucasUP declared his tenure as overseer over, thanked the community for their support and gave his blessings for the successor packs that had appeared on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px dashed grey; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Hello guys. I think I have to apologize for my long absence.  :(&lt;br /&gt;
&lt;br /&gt;
Yes it was my intention to let others work on and maybe eventually take over The Lazy Newb pack after I had released it open source. But It was NOT my intention to go dead silent for so long and have it be such a forced/jarring transition. I'm really sorry about that.&lt;br /&gt;
Of course other life responsibilities took me away from LNP, but I don't really have great excuses for why I didn't at least give you guys any updates on myself or re-direct you to other versions sooner, other than just my mind has been elsewhere.&lt;br /&gt;
&lt;br /&gt;
Sorry for any frustration this has caused you guys, and I hope I haven't caused too much ill-will. I feel like a jerk and like I've just been trying to avoid confronting that. :(&lt;br /&gt;
I've updated the OP to link to the new Windows/Linux/Mac packages. If there's anything else you guys would like to see from me, I am happy to hear from you.&lt;br /&gt;
I do read and respond to my PMs too, if you wanted to say/ask me something in private.&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
&lt;br /&gt;
I just also wanted to say, on a more positive note, that I am really happy and proud to see how many people have cared enough about LNP to want to continue it and work on it. The fact that there is now working and regularly updated Win/Mac/Linux versions is really fantastic, and its something I would have never achieved myself. So, thanks to the DF community! You guys and girls are awesome.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-- [http://www.bay12forums.com/smf/index.php?topic=59026.msg4768489#msg4768489 original post]&lt;br /&gt;
&lt;br /&gt;
==== PyLNP: The modern cross platform launcher ====&lt;br /&gt;
&lt;br /&gt;
In mid-2014 Pidgeot released the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] built in Python and compatible with all platforms. As of 2017 the PyLNP is the core launcher of all lazy newb / starter packs available. A number of improvements to the feature set have been made since the original windows-only launcher by LucasUP, including raw merging of graphics to perserve settings, mod management, color schemes, and managing multiple installations of Dwarf Fortress. There are [http://pylnp.birdiesoft.dk/docs/dev/#id5 even more] not mentioned here.&lt;br /&gt;
&lt;br /&gt;
All modern packs since 2014 use the PyLNP launcher. Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.&lt;br /&gt;
&lt;br /&gt;
PyLNP started as a port of LucasUP and tolyK’s Lazy Newb Pack Launcher to Python, with the goal of making a launcher available on all the platforms supported by Dwarf Fortress. Its biggest innovation is the [http://pylnp.birdiesoft.dk/docs/dev/content.html PyLNP content format], a standard for defining manifests for graphics, tilesets, keybinds, utilities, etc that allows a modular and custom pack to be built.&lt;br /&gt;
&lt;br /&gt;
=== Lazy? Newb? Starter Pack? ===&lt;br /&gt;
&lt;br /&gt;
The original pack by LucasUP was named the Lazy Newb Pack, and LucasUP themselves explained the name as &amp;quot;This package is for ''Newbs'' and those too ''Lazy'' to put everything together every new version&amp;quot; (emphasis original). Most derivative packs over the years have retained that name more out of brand recognition and as homage to LucasUP's first attempts.&lt;br /&gt;
&lt;br /&gt;
In November 2013 PeridexisErrant, the maintainer of the current pack for the Windows platform, renamed his pack from &amp;quot;PeridexisErrant's LNP&amp;quot; to &amp;quot;PeridexisErrant's Starter Pack&amp;quot;. He [https://www.reddit.com/r/dwarffortress/comments/1qt7c1/df_starter_pack_updated_classic_lazy_newb_pack/cdgpqxq/ has said] the primary reason for the renaming was to distinguish the old legacy LNP from his own pack when providing support to players, as often players would have a problem with the pack and ask PeridexisErrant for help only for him to discover they were using an older version of the pack that he didn't publish nor maintain. He changed the name before the [[DF2014:Release_information|big 2014 release]] in order to help steer new players towards his new maintained starter pack, and prevent them from finding and using old unsupported versions of the LNP.&lt;br /&gt;
&lt;br /&gt;
PeridexisErrant has also said that the purview of the pack has expanded over the years and is no longer just for those new to the game (newbs) but also for experienced players, and that he disliked the term &amp;quot;lazy&amp;quot; for derogatorily implying that players are lazy. Given the difficulty and challenges associated with Dwarf Fortress, where to be come proficient one must work hard and expend effort, it is safe to say that its players are not lazy.&lt;br /&gt;
&lt;br /&gt;
The maintainers of the different Mac OSX packs have used different names over the years including MacNewbie, and Lazy Mac Pack. The Linux maintainers have remained with the original LNP moniker.&lt;br /&gt;
&lt;br /&gt;
=== Other historical packs ===&lt;br /&gt;
&lt;br /&gt;
Early on, while there were releases of Dwarf Fortress for Mac and Linux, there were no Lazy Newb Packs offered. The very first batch-script based version of LucasUP's LNP inadvertently worked on Linux via wine, but after the switch to the GUI launcher built with .NET, support for Linux was lost.&lt;br /&gt;
&lt;br /&gt;
The general availability of GUI based launchers (and the packs built around) them for Mac and Linux didn't come about until Dricus' java-based launcher project [http://www.bay12forums.com/smf/index.php?topic=130236.msg4521675#msg4521675 in August 2013].&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
In April 2012, [http://www.bay12forums.com/smf/index.php?action=profile;u=69756 iXen] released [http://www.bay12forums.com/smf/index.php?topic=106790.0 the MacNewbie Pack] as an alternative to the Windows LNP. It was for version r 0.34.07 of Dwarf Fortress. The pack was updated for several months until its final release v0.6 Cyan in May. The pack was notable as it included the first GUI launcher for Mac OS. It was built with Apple's Cocoa technology and included special keybindings to make gameplay easier on Apple Wireless &amp;amp; MacBook Keyboards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Macnewbie2.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
File:Macnewbie1.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=94479 Fricy] released [http://www.bay12forums.com/smf/index.php?topic=128960  his spiritual successor] to the MacNewbie pack on July 10, 2014 for Dwarf Fortress v0.40.01. It was based on Dricus' cross platform java launcher has 26 releases from July 2014 until November 28, 2015. It was last updated in November 2015 in January Dwarf Fortress v0.42.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux] created by Andrewd18 in September 2013, was a Linux installer shell script that installed the Dwarf Fortress Lazy Newb Pack. It downloaded and built a DF installation from available source code and binaries, and also checked for the dependencies required by 64-bit systems.  The home of this pack was [https://github.com/andrewd18/df-lnp-installer on Github]. It was last updated on June 2014 for Dwarf Fortress v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] released in July 2014 was a more traditional package of compiled utilities that was previously maintained and tested on Ubuntu. It was last updated in March 2015 for Dwarf Fortress v0.40.24.&lt;br /&gt;
&lt;br /&gt;
In March 2017 [http://www.bay12forums.com/smf/index.php?action=profile;u=114577 Enay] took up maintainership of the LNP for Linux calling it [http://www.bay12forums.com/smf/index.php?topic=163211.0 LinuxLNP] and released only for 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
== The Making of a Pack ==&lt;br /&gt;
&lt;br /&gt;
There are many people involved in the making of a LNP/Starter pack for Dwarf Fortress, starting from Tarn and Zach releasing DF, to they many tilesets and graphics creators, the creators of the utilities (e.g, Soundsense, Dwarf Therapist),  the reverse engineering work down by the [[DFHack]] folks, to the many more who contribute on the forums, help manage bug reports, create and test mods, etc.&lt;br /&gt;
&lt;br /&gt;
Creating a pack is a process of curating a set of tilesets, graphics, and utilities and bundling them together with a launcher as well as the latest Dwarf Fortress release, then, optionally, making this bundle available for download&lt;br /&gt;
&lt;br /&gt;
Over the years the process of making a pack has become more formalized and automated, and a community has formed to make the process easier and provide continuity when someone inevitably retires.&lt;br /&gt;
&lt;br /&gt;
As of 2017, pack maintenance and creation is centered around the following projects:&lt;br /&gt;
&lt;br /&gt;
* The [https://bitbucket.org/Pidgeot/python-lnp PyLNP launcher] is maintained by Pidgeot and is available on bitbucket&lt;br /&gt;
* The [https://github.com/Lazy-Newb-Pack LazyNewbPack organization on github] provides a home for shared resources and code&lt;br /&gt;
* The [https://github.com/DFgraphics/DFgraphics DFgraphics github repository] is a shared home for graphics and tilesets to ease routine maintenance&lt;br /&gt;
* The [https://github.com/PeridexisErrant/starter-pack starter-pack builder] by PeridexisErrant that helps build a pack from scratch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233901</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233901"/>
		<updated>2017-11-28T10:37:34Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: add PyLNP to history and The Making of a Pack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Packs or Starter packs are packages to get people started with Dwarf Fortress. Simply download the one for your operating system and start playing Dwarf Fortress with all the best utilities and graphics/tilesets.&lt;br /&gt;
&lt;br /&gt;
Despite the name, the modern packs are ideal for new and veteran players alive. Using a pack lets you focus on playing the game, while still having access to quality of life additions like graphics/tilesets, utilities, and being able to change common settings without editing text files.&lt;br /&gt;
&lt;br /&gt;
Packs also make a great basis to start your own set of modifications from as you don't need to find, configure, compile, install, and update every tool for yourself.&lt;br /&gt;
&lt;br /&gt;
Separate packs are available for Windows, Mac, and Linux. Each platform's version is maintained by different community contributors. These can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Pack? ==&lt;br /&gt;
&lt;br /&gt;
A Starter pack or Lazy Newb pack includes all the utilities that a veteran player might want, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be okay.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also important to note that most of the contents of each pack were created by many members of the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - and not least Tarn and Zach for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
== Where do I get a Pack? ==&lt;br /&gt;
&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=163211.0 Linux: Enay's LinuxLNP]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=158322.0 Mac: Lazy Mac Pack]===&lt;br /&gt;
&lt;br /&gt;
A Lazy Newb Pack for Mac with lots of graphics packs but with not so many utilities.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== History of packs==&lt;br /&gt;
&lt;br /&gt;
Maintaining a pack is a lot of work and over the years people inevitable lose time or motivation to update their packs. Eventually someone new steps up and releases their own pack.&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
==== The first Lazy New Pack ====&lt;br /&gt;
&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot.0.31.12.v4.6.png|frame|right|Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png|frame|right|Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first pack with the name Lazy Newb Pack (LNP) was created by [http://www.bay12forums.com/smf/index.php?action=profile;u=16293 LucasUP] for Windows and DF version 0.31.12 and posted [http://www.bay12forums.com/smf/index.php?topic=59026 | in the bay12forums] on June 11, 2010. Before the LNP, it was becoming common for the community to bundle up their own distributions of Dwarf Fortress with tile sets, graphics, and mods to make them more accessible to players. Other notable packs from this era are [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus graphics] and [http://www.bay12forums.com/smf/index.php?topic=53649.0 Mayday's Graphic Set]. The LNP distinguished itself by providing an interface for changing common DF settings, instead of editing the raw text files included with the game.&lt;br /&gt;
&lt;br /&gt;
The first versions of the  LNP included a text-based interface (seen on the right) that only permitted the user to enable/disable [[aquifers]] and choose from the Phoebus, Mayday, and Ironhand graphics packs. They included the utilities [[DFHack]], [[Dwarf Foreman]], [[Dwarf Therapist]], [http://www.bay12forums.com/smf/index.php?topic=57428.0 PerfectWorldDF], [http://www.joelpt.net/quickfort/  Quickfort], [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] , [[Stonesense]].&lt;br /&gt;
&lt;br /&gt;
In order to elicit help and contributions from the community LucasUP opensourced his graphical interface in February 2013 by releasing [https://github.com/LucasUP/LazyNewbPack/| the source on github] ([http://www.bay12forums.com/smf/index.php?topic=123384.0 forum post]).&lt;br /&gt;
&lt;br /&gt;
By the late autumn of year 2013 the LNP was out of date with new DF releases, and users were clamoring for an update. LucasUP's life had become to busy to focus on the LNP. On November 16, 2013 LucasUP declared his tenure as overseer over, thanked the community for their support and gave his blessings for the successor packs that had appeared on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px dashed grey; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Hello guys. I think I have to apologize for my long absence.  :(&lt;br /&gt;
&lt;br /&gt;
Yes it was my intention to let others work on and maybe eventually take over The Lazy Newb pack after I had released it open source. But It was NOT my intention to go dead silent for so long and have it be such a forced/jarring transition. I'm really sorry about that.&lt;br /&gt;
Of course other life responsibilities took me away from LNP, but I don't really have great excuses for why I didn't at least give you guys any updates on myself or re-direct you to other versions sooner, other than just my mind has been elsewhere.&lt;br /&gt;
&lt;br /&gt;
Sorry for any frustration this has caused you guys, and I hope I haven't caused too much ill-will. I feel like a jerk and like I've just been trying to avoid confronting that. :(&lt;br /&gt;
I've updated the OP to link to the new Windows/Linux/Mac packages. If there's anything else you guys would like to see from me, I am happy to hear from you.&lt;br /&gt;
I do read and respond to my PMs too, if you wanted to say/ask me something in private.&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
&lt;br /&gt;
I just also wanted to say, on a more positive note, that I am really happy and proud to see how many people have cared enough about LNP to want to continue it and work on it. The fact that there is now working and regularly updated Win/Mac/Linux versions is really fantastic, and its something I would have never achieved myself. So, thanks to the DF community! You guys and girls are awesome.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-- [http://www.bay12forums.com/smf/index.php?topic=59026.msg4768489#msg4768489 original post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The original launcher with a GUI ====&lt;br /&gt;
&lt;br /&gt;
On December 31, 2010 [http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333 LucasUP released] the first version of the Lazy Newb Pack that contained the graphical interface launcher that is well known today. It became the key component of the pack, which allows easy configuration of the DF installation, choose graphics packs, launching of utilities, and provided one click toggling of settings instead of editing configuration files by hand.  The original launcher was built with Visual Basic and .NET 3.5, and for several years this meant that the LNP was only available for Windows systems.&lt;br /&gt;
&lt;br /&gt;
In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible, but also required manual configuration. This launcher was never finished and so never achieved wide usage, however some early Mac and Linux packs were available based on this version. It wasn't a complete pack, but just the launcher component that could be used to build platform-specific packs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Lnp-gui1.png|The original LNP launcher, Options Tab&lt;br /&gt;
File:Lnp-gui2.png|The graphics tab&lt;br /&gt;
File:Lnp-gui3.png|The utilities tab&lt;br /&gt;
File:Lnp-gui5.png|The advanced tab&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PyLNP: The modern cross platform launcher ====&lt;br /&gt;
&lt;br /&gt;
In mid-2014 Pidgeot released the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] built in Python and compatible with all platforms. As of 2017 the PyLNP is the core launcher of all lazy newb / starter packs available. A number of improvements to the feature set have been made since the original windows-only launcher by LucasUP, including raw merging of graphics to perserve settings, mod management, color schemes, and managing multiple installations of Dwarf Fortress. There are [http://pylnp.birdiesoft.dk/docs/dev/#id5 even more] not mentioned here.&lt;br /&gt;
&lt;br /&gt;
All modern packs since 2014 use the PyLNP launcher. Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.&lt;br /&gt;
&lt;br /&gt;
PyLNP started as a port of LucasUP and tolyK’s Lazy Newb Pack Launcher to Python, with the goal of making a launcher available on all the platforms supported by Dwarf Fortress. Its biggest innovation is the [http://pylnp.birdiesoft.dk/docs/dev/content.html PyLNP content format], a standard for defining manifests for graphics, tilesets, keybinds, utilities, etc that allows a modular and custom pack to be built.&lt;br /&gt;
&lt;br /&gt;
=== Lazy? Newb? Starter Pack? ===&lt;br /&gt;
&lt;br /&gt;
The original pack by LucasUP was named the Lazy Newb Pack, and LucasUP themselves explained the name as &amp;quot;This package is for *Newbs* and those too *Lazy* to put everything together every new version&amp;quot; (emphasis original). Most derivative packs over the years have retained that name more out of brand recognition and as homage to LucasUP's first attempts.&lt;br /&gt;
&lt;br /&gt;
In November 2013 PeridexisErrant, the maintainer of the current pack for the Windows platform, renamed his pack from &amp;quot;PeridexisErrant's LNP&amp;quot; to &amp;quot;PeridexisErrant's Starter Pack&amp;quot;. He [https://www.reddit.com/r/dwarffortress/comments/1qt7c1/df_starter_pack_updated_classic_lazy_newb_pack/cdgpqxq/ has said] the primary reason for the renaming was to distinguish the old legacy LNP from his own pack when providing support to players, as often players would have a problem with the pack and ask PeridexisErrant for help only for him to discover they were using an older version of the pack that he didn't publish nor maintain. He changed the name before the [[DF2014:Release_information|big 2014 release]] in order to help steer new players towards his new maintained starter pack, and prevent them from finding and using old unsupported versions of the LNP.&lt;br /&gt;
&lt;br /&gt;
PeridexisErrant has also said that the purview of the pack has expanded over the years and is no longer just for those new to the game (newbs) but also for experienced players, and that he disliked the term &amp;quot;lazy&amp;quot; for derogatorily implying that players are lazy. Given the difficulty and challenges associated with Dwarf Fortress, where to be come proficient one must work hard and expend effort, it is safe to say that its players are not lazy.&lt;br /&gt;
&lt;br /&gt;
The maintainers of the different Mac OSX packs have used different names over the years including MacNewbie, and Lazy Mac Pack. The Linux maintainers have remained with the original LNP moniker.&lt;br /&gt;
&lt;br /&gt;
=== Other historical packs ===&lt;br /&gt;
&lt;br /&gt;
Early on, while there were releases of Dwarf Fortress for Mac and Linux, there were no Lazy Newb Packs offered. The very first batch-script based version of LucasUP's LNP inadvertently worked on Linux via wine, but after the switch to the GUI launcher built with .NET, support for Linux was lost.&lt;br /&gt;
&lt;br /&gt;
The general availability of GUI based launchers (and the packs built around) them for Mac and Linux didn't come about until Dricus' java-based launcher project [http://www.bay12forums.com/smf/index.php?topic=130236.msg4521675#msg4521675 in August 2013].&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
In April 2012, [http://www.bay12forums.com/smf/index.php?action=profile;u=69756 iXen] released [http://www.bay12forums.com/smf/index.php?topic=106790.0 the MacNewbie Pack] as an alternative to the Windows LNP. It was for version r 0.34.07 of Dwarf Fortress. The pack was updated for several months until its final release v0.6 Cyan in May. The pack was notable as it included the first GUI launcher for Mac OS. It was built with Apple's Cocoa technology and included special keybindings to make gameplay easier on Apple Wireless &amp;amp; MacBook Keyboards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Macnewbie2.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
File:Macnewbie1.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=94479 Fricy] released [http://www.bay12forums.com/smf/index.php?topic=128960  his spiritual successor] to the MacNewbie pack on July 10, 2014 for Dwarf Fortress v0.40.01. It was based on Dricus' cross platform java launcher has 26 releases from July 2014 until November 28, 2015. It was last updated in November 2015 in January Dwarf Fortress v0.42.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux] created by Andrewd18 in September 2013, was a Linux installer shell script that installed the Dwarf Fortress Lazy Newb Pack. It downloaded and built a DF installation from available source code and binaries, and also checked for the dependencies required by 64-bit systems.  The home of this pack was [https://github.com/andrewd18/df-lnp-installer on Github]. It was last updated on June 2014 for Dwarf Fortress v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] released in July 2014 was a more traditional package of compiled utilities that was previously maintained and tested on Ubuntu. It was last updated in March 2015 for Dwarf Fortress v0.40.24.&lt;br /&gt;
&lt;br /&gt;
In March 2017 [http://www.bay12forums.com/smf/index.php?action=profile;u=114577 Enay] took up maintainership of the LNP for Linux calling it [http://www.bay12forums.com/smf/index.php?topic=163211.0 LinuxLNP] and released only for 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Making of a Pack ==&lt;br /&gt;
&lt;br /&gt;
There are many people involved in the making of a LNP/Starter pack for Dwarf Fortress, starting from Tarn and Zach releasing DF, to they many tilesets and graphics creators, the creators of the utilities (e.g, Soundsense, Dwarf Therapist),  the reverse engineering work down by the [DFHack] folks, to the many more who contribute on the forums, help manage bug reports, create and test mods, etc.&lt;br /&gt;
&lt;br /&gt;
Creating a pack is a process of curating a set of tilesets, graphics, and utilities and bundling them together with a launcher as well as the latest Dwarf Fortress release, then, optionally, making this bundle available for download&lt;br /&gt;
&lt;br /&gt;
Over the years the process of making a pack has become more formalized and automated, and a community has formed to make the process easier and provide continuity when someone inevitably retires.&lt;br /&gt;
&lt;br /&gt;
As of 2017 the pack maintenance and creation is centered around the following projects:&lt;br /&gt;
&lt;br /&gt;
* The [https://bitbucket.org/Pidgeot/python-lnp PyLNP launcher] is maintained by Pidgeot and is available on bitbucket&lt;br /&gt;
* The [https://github.com/Lazy-Newb-Pack LazyNewbPack organization on github] provides a home for shared resources and code&lt;br /&gt;
* The [https://github.com/DFgraphics/DFgraphics DFgraphics github repository] Graphics and tilesets are collectively pooled and maintained in the&lt;br /&gt;
* The [https://github.com/PeridexisErrant/starter-pack starter-pack builder] by PeridexisErrant that helps build a pack from scratch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233900</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233900"/>
		<updated>2017-11-28T10:07:57Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Packs or Starter packs are packages to get people started with Dwarf Fortress. Simply download the one for your operating system and start playing Dwarf Fortress with all the best utilities and graphics/tilesets.&lt;br /&gt;
&lt;br /&gt;
Despite the name, the modern packs are ideal for new and veteran players alive. Using a pack lets you focus on playing the game, while still having access to quality of life additions like graphics/tilesets, utilities, and being able to change common settings without editing text files.&lt;br /&gt;
&lt;br /&gt;
Packs also make a great basis to start your own set of modifications from as you don't need to find, configure, compile, install, and update every tool for yourself.&lt;br /&gt;
&lt;br /&gt;
Separate packs are available for Windows, Mac, and Linux. Each platform's version is maintained by different community contributors. These can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Pack? ==&lt;br /&gt;
&lt;br /&gt;
A Starter pack or Lazy Newb pack includes all the utilities that a veteran player might want, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be okay.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also important to note that most of the contents of each pack were created by many members of the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - and not least Tarn and Zach for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
== Where do I get a Pack? ==&lt;br /&gt;
&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=163211.0 Linux: Enay's LinuxLNP]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=158322.0 Mac: Lazy Mac Pack]===&lt;br /&gt;
&lt;br /&gt;
A Lazy Newb Pack for Mac with lots of graphics packs but with not so many utilities.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== History of packs==&lt;br /&gt;
&lt;br /&gt;
Maintaining a pack is a lot of work and over the years people inevitable lose time or motivation to update their packs. Eventually someone new steps up and releases their own pack.&lt;br /&gt;
&lt;br /&gt;
All modern packs use the [http://www.bay12forums.com/smf/index.php?topic=140808.0 PyLNP] launcher, maintained by Pidgeot. (Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.)&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
==== The first Lazy New Pack ====&lt;br /&gt;
&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot.0.31.12.v4.6.png|frame|right|Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png|frame|right|Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first pack with the name Lazy Newb Pack (LNP) was created by [http://www.bay12forums.com/smf/index.php?action=profile;u=16293 LucasUP] for Windows and DF version 0.31.12 and posted [http://www.bay12forums.com/smf/index.php?topic=59026 | in the bay12forums] on June 11, 2010. Before the LNP, it was becoming common for the community to bundle up their own distributions of Dwarf Fortress with tile sets, graphics, and mods to make them more accessible to players. Other notable packs from this era are [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus graphics] and [http://www.bay12forums.com/smf/index.php?topic=53649.0 Mayday's Graphic Set]. The LNP distinguished itself by providing an interface for changing common DF settings, instead of editing the raw text files included with the game.&lt;br /&gt;
&lt;br /&gt;
The first versions of the  LNP included a text-based interface (seen on the right) that only permitted the user to enable/disable [[aquifers]] and choose from the Phoebus, Mayday, and Ironhand graphics packs. They included the utilities [[DFHack]], [[Dwarf Foreman]], [[Dwarf Therapist]], [http://www.bay12forums.com/smf/index.php?topic=57428.0 PerfectWorldDF], [http://www.joelpt.net/quickfort/  Quickfort], [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] , [[Stonesense]].&lt;br /&gt;
&lt;br /&gt;
In order to elicit help and contributions from the community LucasUP opensourced his graphical interface in February 2013 by releasing [https://github.com/LucasUP/LazyNewbPack/| the source on github] ([http://www.bay12forums.com/smf/index.php?topic=123384.0 forum post]).&lt;br /&gt;
&lt;br /&gt;
By the late autumn of year 2013 the LNP was out of date with new DF releases, and users were clamoring for an update. LucasUP's life had become to busy to focus on the LNP. On November 16, 2013 LucasUP declared his tenure as overseer over, thanked the community for their support and gave his blessings for the successor packs that had appeared on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px dashed grey; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Hello guys. I think I have to apologize for my long absence.  :(&lt;br /&gt;
&lt;br /&gt;
Yes it was my intention to let others work on and maybe eventually take over The Lazy Newb pack after I had released it open source. But It was NOT my intention to go dead silent for so long and have it be such a forced/jarring transition. I'm really sorry about that.&lt;br /&gt;
Of course other life responsibilities took me away from LNP, but I don't really have great excuses for why I didn't at least give you guys any updates on myself or re-direct you to other versions sooner, other than just my mind has been elsewhere.&lt;br /&gt;
&lt;br /&gt;
Sorry for any frustration this has caused you guys, and I hope I haven't caused too much ill-will. I feel like a jerk and like I've just been trying to avoid confronting that. :(&lt;br /&gt;
I've updated the OP to link to the new Windows/Linux/Mac packages. If there's anything else you guys would like to see from me, I am happy to hear from you.&lt;br /&gt;
I do read and respond to my PMs too, if you wanted to say/ask me something in private.&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
&lt;br /&gt;
I just also wanted to say, on a more positive note, that I am really happy and proud to see how many people have cared enough about LNP to want to continue it and work on it. The fact that there is now working and regularly updated Win/Mac/Linux versions is really fantastic, and its something I would have never achieved myself. So, thanks to the DF community! You guys and girls are awesome.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-- [http://www.bay12forums.com/smf/index.php?topic=59026.msg4768489#msg4768489 original post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The original launcher with a GUI ====&lt;br /&gt;
&lt;br /&gt;
On December 31, 2010 [http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333 LucasUP released] the first version of the Lazy Newb Pack that contained the graphical interface launcher that is well known today. It became the key component of the pack, which allows easy configuration of the DF installation, choose graphics packs, launching of utilities, and provided one click toggling of settings instead of editing configuration files by hand.  The original launcher was built with Visual Basic and .NET 3.5, and for several years this meant that the LNP was only available for Windows systems.&lt;br /&gt;
&lt;br /&gt;
In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible, but also required manual configuration. This launcher was never finished and so never achieved wide usage, however some early Mac and Linux packs were available based on this version. It wasn't a complete pack, but just the launcher component that could be used to build platform-specific packs.&lt;br /&gt;
&lt;br /&gt;
In mid-2014 Pidgeot released the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] built in Python and compatible with all platforms. As of 2017 the PyLNP is the core launcher of all lazy newb / starter packs available. A number of improvements to the featureset have been made since the original windows-only launcher by LucasUP, including raw merging of graphics to perserve settings, mod management, color schemes, and managing multiple installations of Dwarf Fortress.&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Lnp-gui1.png|The original LNP launcher, Options Tab&lt;br /&gt;
File:Lnp-gui2.png|The graphics tab&lt;br /&gt;
File:Lnp-gui3.png|The utilities tab&lt;br /&gt;
File:Lnp-gui5.png|The advanced tab&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lazy? Newb? Starter Pack? ===&lt;br /&gt;
&lt;br /&gt;
The original pack by LucasUP was named the Lazy Newb Pack, and LucasUP themselves explained the name as &amp;quot;This package is for *Newbs* and those too *Lazy* to put everything together every new version&amp;quot; (emphasis original). Most derivative packs over the years have retained that name more out of brand recognition and as homage to LucasUP's first attempts.&lt;br /&gt;
&lt;br /&gt;
In November 2013 PeridexisErrant, the maintainer of the current pack for the Windows platform, renamed his pack from &amp;quot;PeridexisErrant's LNP&amp;quot; to &amp;quot;PeridexisErrant's Starter Pack&amp;quot;. He [https://www.reddit.com/r/dwarffortress/comments/1qt7c1/df_starter_pack_updated_classic_lazy_newb_pack/cdgpqxq/ has said] the primary reason for the renaming was to distinguish the old legacy LNP from his own pack when providing support to players, as often players would have a problem with the pack and ask PeridexisErrant for help only for him to discover they were using an older version of the pack that he didn't publish nor maintain. He changed the name before the [[DF2014:Release_information|big 2014 release]] in order to help steer new players towards his new maintained starter pack, and prevent them from finding and using old unsupported versions of the LNP.&lt;br /&gt;
&lt;br /&gt;
PeridexisErrant has also said that the purview of the pack has expanded over the years and is no longer just for those new to the game (newbs) but also for experienced players, and that he disliked the term &amp;quot;lazy&amp;quot; for derogatorily implying that players are lazy. Given the difficulty and challenges associated with Dwarf Fortress, where to be come proficient one must work hard and expend effort, it is safe to say that its players are not lazy.&lt;br /&gt;
&lt;br /&gt;
The maintainers of the different Mac OSX packs have used different names over the years including MacNewbie, and Lazy Mac Pack. The Linux maintainers have remained with the original LNP moniker.&lt;br /&gt;
&lt;br /&gt;
=== Other historical packs ===&lt;br /&gt;
&lt;br /&gt;
Early on, while there were releases of Dwarf Fortress for Mac and Linux, there were no Lazy Newb Packs offered. The very first batch-script based version of LucasUP's LNP inadvertently worked on Linux via wine, but after the switch to the GUI launcher built with .NET, support for Linux was lost.&lt;br /&gt;
&lt;br /&gt;
The general availability of GUI based launchers (and the packs built around) them for Mac and Linux didn't come about until Dricus' java-based launcher project [http://www.bay12forums.com/smf/index.php?topic=130236.msg4521675#msg4521675 in August 2013].&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
In April 2012, [http://www.bay12forums.com/smf/index.php?action=profile;u=69756 iXen] released [http://www.bay12forums.com/smf/index.php?topic=106790.0 the MacNewbie Pack] as an alternative to the Windows LNP. It was for version r 0.34.07 of Dwarf Fortress. The pack was updated for several months until its final release v0.6 Cyan in May. The pack was notable as it included the first GUI launcher for Mac OS. It was built with Apple's Cocoa technology and included special keybindings to make gameplay easier on Apple Wireless &amp;amp; MacBook Keyboards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Macnewbie2.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
File:Macnewbie1.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=94479 Fricy] released [http://www.bay12forums.com/smf/index.php?topic=128960  his spiritual successor] to the MacNewbie pack on July 10, 2014 for Dwarf Fortress v0.40.01. It was based on Dricus' cross platform java launcher has 26 releases from July 2014 until November 28, 2015. It was last updated in November 2015 in January Dwarf Fortress v0.42.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux] created by Andrewd18 in September 2013, was a Linux installer shell script that installed the Dwarf Fortress Lazy Newb Pack. It downloaded and built a DF installation from available source code and binaries, and also checked for the dependencies required by 64-bit systems.  The home of this pack was [https://github.com/andrewd18/df-lnp-installer on Github]. It was last updated on June 2014 for Dwarf Fortress v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] released in July 2014 was a more traditional package of compiled utilities that was previously maintained and tested on Ubuntu. It was last updated in March 2015 for Dwarf Fortress v0.40.24.&lt;br /&gt;
&lt;br /&gt;
In March 2017 [http://www.bay12forums.com/smf/index.php?action=profile;u=114577 Enay] took up maintainership of the LNP for Linux calling it [http://www.bay12forums.com/smf/index.php?topic=163211.0 LinuxLNP] and released only for 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233899</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233899"/>
		<updated>2017-11-28T10:07:08Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: improve beginning sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Packs or Starter packs are packages to get people started with Dwarf Fortress. Simply download the one for your operating system and start playing Dwarf Fortress with all the best utilities and graphics/tilesets.&lt;br /&gt;
&lt;br /&gt;
Despite the name, the modern packs are ideal for new and veteran players alive. Using a pack lets you focus on playing the game, while still having access to quality of life additions like graphics/tilesets, utilities, and being able to change common settings without editing text files.&lt;br /&gt;
&lt;br /&gt;
Packs also make a great basis to start your own set of modifications from as you don't need to find, configure, compile, install, and update every tool for yourself.&lt;br /&gt;
&lt;br /&gt;
Separate packs are available for Windows, Mac, and Linux. Each platform's version is maintained by different community contributors. These can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Pack? ==&lt;br /&gt;
&lt;br /&gt;
A Starter pack or Lazy Newb pack includes all the utilities that a veteran player might want, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be okay.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also important to note that most of the contents of each pack were created by many members of the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - and not least Tarn and Zach for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
== Where do I get a Pack? ==&lt;br /&gt;
&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=163211.0 Linux: Enay's LinuxLNP]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=158322.0 Mac: Lazy Mac Pack]===&lt;br /&gt;
&lt;br /&gt;
A Lazy Newb Pack for Mac with lots of graphics packs but with not so many utilities.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== History of packs==&lt;br /&gt;
&lt;br /&gt;
Maintaining a pack is a lot of work and over the years people inevitable lose time or motivation to update their packs. Eventually someone new steps up and releases their own pack.&lt;br /&gt;
&lt;br /&gt;
All modern packs use the [http://www.bay12forums.com/smf/index.php?topic=140808.0 PyLNP] launcher, maintained by Pidgeot. (Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.)&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
==== The first Lazy New Pack ====&lt;br /&gt;
&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot.0.31.12.v4.6.png|frame|right|Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png|frame|right|Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first pack with the name Lazy Newb Pack (LNP) was created by [http://www.bay12forums.com/smf/index.php?action=profile;u=16293 LucasUP] for Windows and DF version 0.31.12 and posted [http://www.bay12forums.com/smf/index.php?topic=59026 | in the bay12forums] on June 11, 2010. Before the LNP, it was becoming common for the community to bundle up their own distributions of Dwarf Fortress with tile sets, graphics, and mods to make them more accessible to players. Other notable packs from this era are [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus graphics] and [http://www.bay12forums.com/smf/index.php?topic=53649.0 Mayday's Graphic Set]. The LNP distinguished itself by providing an interface for changing common DF settings, instead of editing the raw text files included with the game.&lt;br /&gt;
&lt;br /&gt;
The first versions of the  LNP included a text-based interface (seen on the right) that only permitted the user to enable/disable [[aquifers]] and choose from the Phoebus, Mayday, and Ironhand graphics packs. They included the utilities [[DFHack]], [[Dwarf Foreman]], [[Dwarf Therapist]], [http://www.bay12forums.com/smf/index.php?topic=57428.0 PerfectWorldDF], [http://www.joelpt.net/quickfort/  Quickfort], [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] , [[Stonesense]].&lt;br /&gt;
&lt;br /&gt;
In order to elicit help and contributions from the community LucasUP opensourced his graphical interface in February 2013 by releasing [https://github.com/LucasUP/LazyNewbPack/| the source on github] ([http://www.bay12forums.com/smf/index.php?topic=123384.0 forum post]).&lt;br /&gt;
&lt;br /&gt;
By the late autumn of year 2013 the LNP was out of date with new DF releases, and users were clamoring for an update. LucasUP's life had become to busy to focus on the LNP. On November 16, 2013 LucasUP declared his tenure as overseer over, thanked the community for their support and gave his blessings for the successor packs that had appeared on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px dashed grey; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Hello guys. I think I have to apologize for my long absence.  :(&lt;br /&gt;
&lt;br /&gt;
Yes it was my intention to let others work on and maybe eventually take over The Lazy Newb pack after I had released it open source. But It was NOT my intention to go dead silent for so long and have it be such a forced/jarring transition. I'm really sorry about that.&lt;br /&gt;
Of course other life responsibilities took me away from LNP, but I don't really have great excuses for why I didn't at least give you guys any updates on myself or re-direct you to other versions sooner, other than just my mind has been elsewhere.&lt;br /&gt;
&lt;br /&gt;
Sorry for any frustration this has caused you guys, and I hope I haven't caused too much ill-will. I feel like a jerk and like I've just been trying to avoid confronting that. :(&lt;br /&gt;
I've updated the OP to link to the new Windows/Linux/Mac packages. If there's anything else you guys would like to see from me, I am happy to hear from you.&lt;br /&gt;
I do read and respond to my PMs too, if you wanted to say/ask me something in private.&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
&lt;br /&gt;
I just also wanted to say, on a more positive note, that I am really happy and proud to see how many people have cared enough about LNP to want to continue it and work on it. The fact that there is now working and regularly updated Win/Mac/Linux versions is really fantastic, and its something I would have never achieved myself. So, thanks to the DF community! You guys and girls are awesome.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-- [http://www.bay12forums.com/smf/index.php?topic=59026.msg4768489#msg4768489 original post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The original launcher with a GUI ====&lt;br /&gt;
&lt;br /&gt;
On December 31, 2010 [http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333 LucasUP released] the first version of the Lazy Newb Pack that contained the graphical interface launcher that is well known today. It became the key component of the pack, which allows easy configuration of the DF installation, choose graphics packs, launching of utilities, and provided one click toggling of settings instead of editing configuration files by hand.  The original launcher was built with Visual Basic and .NET 3.5, and for several years this meant that the LNP was only available for Windows systems.&lt;br /&gt;
&lt;br /&gt;
In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible, but also required manual configuration. This launcher was never finished and so never achieved wide usage, however some early Mac and Linux packs were available based on this version. It wasn't a complete pack, but just the launcher component that could be used to build platform-specific packs.&lt;br /&gt;
&lt;br /&gt;
In mid-2014 Pidgeot released the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] built in Python and compatible with all platforms. As of 2017 the PyLNP is the core launcher of all lazy newb / starter packs available. A number of improvements to the featureset have been made since the original windows-only launcher by LucasUP, including raw merging of graphics to perserve settings, mod management, color schemes, and managing multiple installations of Dwarf Fortress.&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Lnp-gui1.png|The original LNP launcher, Options Tab&lt;br /&gt;
File:Lnp-gui2.png|The graphics tab&lt;br /&gt;
File:Lnp-gui3.png|The utilities tab&lt;br /&gt;
File:Lnp-gui5.png|The advanced tab&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lazy? Newb? Starter Pack? ===&lt;br /&gt;
&lt;br /&gt;
The original pack by LucasUP was named the Lazy Newb Pack, and LucasUP themselves explained the name as &amp;quot;This package is for *Newbs* and those too *Lazy* to put everything together every new version&amp;quot; (emphasis original). Most derivative packs over the years have retained that name more out of brand recognition and as homage to LucasUP's first attempts.&lt;br /&gt;
&lt;br /&gt;
In November 2013 PeridexisErrant, the maintainer of the current pack for the Windows platform, renamed his pack from &amp;quot;PeridexisErrant's LNP&amp;quot; to &amp;quot;PeridexisErrant's Starter Pack&amp;quot;. He [https://www.reddit.com/r/dwarffortress/comments/1qt7c1/df_starter_pack_updated_classic_lazy_newb_pack/cdgpqxq/ has said] the primary reason for the renaming was to distinguish the old legacy LNP from his own pack when providing support to players, as often players would have a problem with the pack and ask PeridexisErrant for help only for him to discover they were using an older version of the pack that he didn't publish nor maintain. He changed the name before the [[DF2014:Release_information|big 2014 release]] in order to help steer new players towards his new maintained starter pack, and prevent them from finding and using old unsupported versions of the LNP.&lt;br /&gt;
&lt;br /&gt;
PeridexisErrant has also said that the purview of the pack has expanded over the years and is no longer just for those new to the game (newbs) but also for experienced players, and that he disliked the term &amp;quot;lazy&amp;quot; for derogatorily implying that players are lazy. Given the difficulty and challenges associated with Dwarf Fortress, where to be come proficient one must work hard and expend effort, it is safe to say that its players are not lazy.&lt;br /&gt;
&lt;br /&gt;
The maintainers of the different Mac OSX packs have used different names over the years including MacNewbie, and Lazy Mac Pack. The Linux maintainers have remained with the original LNP moniker.&lt;br /&gt;
&lt;br /&gt;
== Other historical packs ==&lt;br /&gt;
&lt;br /&gt;
Early on, while there were releases of Dwarf Fortress for Mac and Linux, there were no Lazy Newb Packs offered. The very first batch-script based version of LucasUP's LNP inadvertently worked on Linux via wine, but after the switch to the GUI launcher built with .NET, support for Linux was lost.&lt;br /&gt;
&lt;br /&gt;
The general availability of GUI based launchers (and the packs built around) them for Mac and Linux didn't come about until Dricus' java-based launcher project [http://www.bay12forums.com/smf/index.php?topic=130236.msg4521675#msg4521675 in August 2013].&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
In April 2012, [http://www.bay12forums.com/smf/index.php?action=profile;u=69756 iXen] released [http://www.bay12forums.com/smf/index.php?topic=106790.0 the MacNewbie Pack] as an alternative to the Windows LNP. It was for version r 0.34.07 of Dwarf Fortress. The pack was updated for several months until its final release v0.6 Cyan in May. The pack was notable as it included the first GUI launcher for Mac OS. It was built with Apple's Cocoa technology and included special keybindings to make gameplay easier on Apple Wireless &amp;amp; MacBook Keyboards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Macnewbie2.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
File:Macnewbie1.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=94479 Fricy] released [http://www.bay12forums.com/smf/index.php?topic=128960  his spiritual successor] to the MacNewbie pack on July 10, 2014 for Dwarf Fortress v0.40.01. It was based on Dricus' cross platform java launcher has 26 releases from July 2014 until November 28, 2015. It was last updated in November 2015 in January Dwarf Fortress v0.42.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux] created by Andrewd18 in September 2013, was a Linux installer shell script that installed the Dwarf Fortress Lazy Newb Pack. It downloaded and built a DF installation from available source code and binaries, and also checked for the dependencies required by 64-bit systems.  The home of this pack was [https://github.com/andrewd18/df-lnp-installer on Github]. It was last updated on June 2014 for Dwarf Fortress v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] released in July 2014 was a more traditional package of compiled utilities that was previously maintained and tested on Ubuntu. It was last updated in March 2015 for Dwarf Fortress v0.40.24.&lt;br /&gt;
&lt;br /&gt;
In March 2017 [http://www.bay12forums.com/smf/index.php?action=profile;u=114577 Enay] took up maintainership of the LNP for Linux calling it [http://www.bay12forums.com/smf/index.php?topic=163211.0 LinuxLNP] and released only for 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233898</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233898"/>
		<updated>2017-11-28T09:57:41Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: flesh out Mac OSX history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Packs or Starter packs are a small packages to get people started with Dwarf Fortress. Simply download the one for your operating systemd and start playing Dwarf Fortress with all the best utilities and tilesets. The current packs are ideal for new players, or anyone who doesn't want to find, configure, install, and update everything for themselves.&lt;br /&gt;
&lt;br /&gt;
Separate packs are available for Windows, Mac, and Linux. Each platform's version is maintained by different community contributors. These can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
These new packs generally include all the utilities that a veteran player might want on a new computer, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be okay.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also worth noting that most of the contents of each pack were created by the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - not least Toady for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
==Current packs==&lt;br /&gt;
All of these packs use the [http://www.bay12forums.com/smf/index.php?topic=140808.0 PyLNP] launcher, maintained by Pidgeot. (Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.)&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=163211.0 Linux: Enay's Unofficial Lazy Newb Pack]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=158322.0 Mac: Lazy Mac Pack]===&lt;br /&gt;
&lt;br /&gt;
A Lazy Newb Pack for Mac with lots of graphics packs but with not so many utilities.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== History of packs==&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
==== The first Lazy New Pack ====&lt;br /&gt;
&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot.0.31.12.v4.6.png|frame|right|Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png|frame|right|Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first pack with the name Lazy Newb Pack (LNP) was created by [http://www.bay12forums.com/smf/index.php?action=profile;u=16293 LucasUP] for Windows and DF version 0.31.12 and posted [http://www.bay12forums.com/smf/index.php?topic=59026 | in the bay12forums] on June 11, 2010. Before the LNP, it was becoming common for the community to bundle up their own distributions of Dwarf Fortress with tile sets, graphics, and mods to make them more accessible to players. Other notable packs from this era are [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus graphics] and [http://www.bay12forums.com/smf/index.php?topic=53649.0 Mayday's Graphic Set]. The LNP distinguished itself by providing an interface for changing common DF settings, instead of editing the raw text files included with the game.&lt;br /&gt;
&lt;br /&gt;
The first versions of the  LNP included a text-based interface (seen on the right) that only permitted the user to enable/disable [[aquifers]] and choose from the Phoebus, Mayday, and Ironhand graphics packs. They included the utilities [[DFHack]], [[Dwarf Foreman]], [[Dwarf Therapist]], [http://www.bay12forums.com/smf/index.php?topic=57428.0 PerfectWorldDF], [http://www.joelpt.net/quickfort/  Quickfort], [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] , [[Stonesense]].&lt;br /&gt;
&lt;br /&gt;
In order to elicit help and contributions from the community LucasUP opensourced his graphical interface in February 2013 by releasing [https://github.com/LucasUP/LazyNewbPack/| the source on github] ([http://www.bay12forums.com/smf/index.php?topic=123384.0 forum post]).&lt;br /&gt;
&lt;br /&gt;
By the late autumn of year 2013 the LNP was out of date with new DF releases, and users were clamoring for an update. LucasUP's life had become to busy to focus on the LNP. On November 16, 2013 LucasUP declared his tenure as overseer over, thanked the community for their support and gave his blessings for the successor packs that had appeared on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px dashed grey; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Hello guys. I think I have to apologize for my long absence.  :(&lt;br /&gt;
&lt;br /&gt;
Yes it was my intention to let others work on and maybe eventually take over The Lazy Newb pack after I had released it open source. But It was NOT my intention to go dead silent for so long and have it be such a forced/jarring transition. I'm really sorry about that.&lt;br /&gt;
Of course other life responsibilities took me away from LNP, but I don't really have great excuses for why I didn't at least give you guys any updates on myself or re-direct you to other versions sooner, other than just my mind has been elsewhere.&lt;br /&gt;
&lt;br /&gt;
Sorry for any frustration this has caused you guys, and I hope I haven't caused too much ill-will. I feel like a jerk and like I've just been trying to avoid confronting that. :(&lt;br /&gt;
I've updated the OP to link to the new Windows/Linux/Mac packages. If there's anything else you guys would like to see from me, I am happy to hear from you.&lt;br /&gt;
I do read and respond to my PMs too, if you wanted to say/ask me something in private.&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
&lt;br /&gt;
I just also wanted to say, on a more positive note, that I am really happy and proud to see how many people have cared enough about LNP to want to continue it and work on it. The fact that there is now working and regularly updated Win/Mac/Linux versions is really fantastic, and its something I would have never achieved myself. So, thanks to the DF community! You guys and girls are awesome.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-- [http://www.bay12forums.com/smf/index.php?topic=59026.msg4768489#msg4768489 original post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The original launcher with a GUI ====&lt;br /&gt;
&lt;br /&gt;
On December 31, 2010 [http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333 LucasUP released] the first version of the Lazy Newb Pack that contained the graphical interface launcher that is well known today. It became the key component of the pack, which allows easy configuration of the DF installation, choose graphics packs, launching of utilities, and provided one click toggling of settings instead of editing configuration files by hand.  The original launcher was built with Visual Basic and .NET 3.5, and for several years this meant that the LNP was only available for Windows systems.&lt;br /&gt;
&lt;br /&gt;
In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible, but also required manual configuration. This launcher was never finished and so never achieved wide usage, however some early Mac and Linux packs were available based on this version. It wasn't a complete pack, but just the launcher component that could be used to build platform-specific packs.&lt;br /&gt;
&lt;br /&gt;
In mid-2014 Pidgeot released the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] built in Python and compatible with all platforms. As of 2017 the PyLNP is the core launcher of all lazy newb / starter packs available. A number of improvements to the featureset have been made since the original windows-only launcher by LucasUP, including raw merging of graphics to perserve settings, mod management, color schemes, and managing multiple installations of Dwarf Fortress.&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Lnp-gui1.png|The original LNP launcher, Options Tab&lt;br /&gt;
File:Lnp-gui2.png|The graphics tab&lt;br /&gt;
File:Lnp-gui3.png|The utilities tab&lt;br /&gt;
File:Lnp-gui5.png|The advanced tab&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lazy? Newb? Starter Pack? ===&lt;br /&gt;
&lt;br /&gt;
The original pack by LucasUP was named the Lazy Newb Pack, and LucasUP themselves explained the name as &amp;quot;This package is for *Newbs* and those too *Lazy* to put everything together every new version&amp;quot; (emphasis original). Most derivative packs over the years have retained that name more out of brand recognition and as homage to LucasUP's first attempts.&lt;br /&gt;
&lt;br /&gt;
In November 2013 PeridexisErrant, the maintainer of the current pack for the Windows platform, renamed his pack from &amp;quot;PeridexisErrant's LNP&amp;quot; to &amp;quot;PeridexisErrant's Starter Pack&amp;quot;. He [https://www.reddit.com/r/dwarffortress/comments/1qt7c1/df_starter_pack_updated_classic_lazy_newb_pack/cdgpqxq/ has said] the primary reason for the renaming was to distinguish the old legacy LNP from his own pack when providing support to players, as often players would have a problem with the pack and ask PeridexisErrant for help only for him to discover they were using an older version of the pack that he didn't publish nor maintain. He changed the name before the [[DF2014:Release_information|big 2014 release]] in order to help steer new players towards his new maintained starter pack, and prevent them from finding and using old unsupported versions of the LNP.&lt;br /&gt;
&lt;br /&gt;
PeridexisErrant has also said that the purview of the pack has expanded over the years and is no longer just for those new to the game (newbs) but also for experienced players, and that he disliked the term &amp;quot;lazy&amp;quot; for derogatorily implying that players are lazy. Given the difficulty and challenges associated with Dwarf Fortress, where to be come proficient one must work hard and expend effort, it is safe to say that its players are not lazy.&lt;br /&gt;
&lt;br /&gt;
The maintainers of the different Mac OSX packs have used different names over the years including MacNewbie, and Lazy Mac Pack. The Linux maintainers have remained with the original LNP moniker.&lt;br /&gt;
&lt;br /&gt;
== Other historical packs ==&lt;br /&gt;
&lt;br /&gt;
Early on, while there were releases of Dwarf Fortress for Mac and Linux, there were no Lazy Newb Packs offered. The very first batch-script based version of LucasUP's LNP inadvertently worked on Linux via wine, but after the switch to the GUI launcher built with .NET, support for Linux was lost.&lt;br /&gt;
&lt;br /&gt;
The general availability of GUI based launchers (and the packs built around) them for Mac and Linux didn't come about until Dricus' java-based launcher project [http://www.bay12forums.com/smf/index.php?topic=130236.msg4521675#msg4521675 in August 2013].&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
In April 2012, [http://www.bay12forums.com/smf/index.php?action=profile;u=69756 iXen] released [http://www.bay12forums.com/smf/index.php?topic=106790.0 the MacNewbie Pack] as an alternative to the Windows LNP. It was for version r 0.34.07 of Dwarf Fortress. The pack was updated for several months until its final release v0.6 Cyan in May. The pack was notable as it included the first GUI launcher for Mac OS. It was built with Apple's Cocoa technology and included special keybindings to make gameplay easier on Apple Wireless &amp;amp; MacBook Keyboards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Macnewbie2.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
File:Macnewbie1.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=94479 Fricy] released [http://www.bay12forums.com/smf/index.php?topic=128960  his spiritual successor] to the MacNewbie pack on July 10, 2014 for Dwarf Fortress v0.40.01. It was based on Dricus' cross platform java launcher has 26 releases from July 2014 until November 28, 2015. It was last updated in November 2015 in January Dwarf Fortress v0.42.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux] created by Andrewd18 in September 2013, was a Linux installer shell script that installed the Dwarf Fortress Lazy Newb Pack. It downloaded and built a DF installation from available source code and binaries, and also checked for the dependencies required by 64-bit systems.  The home of this pack was [https://github.com/andrewd18/df-lnp-installer on Github]. It was last updated on June 2014 for Dwarf Fortress v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] released in July 2014 was a more traditional package of compiled utilities that was previously maintained and tested on Ubuntu. It was last updated in March 2015 for Dwarf Fortress v0.40.24.&lt;br /&gt;
&lt;br /&gt;
In March 2017 [http://www.bay12forums.com/smf/index.php?action=profile;u=114577 Enay] took up maintainership of the LNP for Linux calling it [http://www.bay12forums.com/smf/index.php?topic=163211.0 LinuxLNP] and released only for 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Macnewbie2.png&amp;diff=233897</id>
		<title>File:Macnewbie2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Macnewbie2.png&amp;diff=233897"/>
		<updated>2017-11-28T09:44:18Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen.

http://www.bay12forums.com/smf/index.php?topic=106790.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=106790.0&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:Non-commercial from license selector}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Macnewbie1.png&amp;diff=233896</id>
		<title>File:Macnewbie1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Macnewbie1.png&amp;diff=233896"/>
		<updated>2017-11-28T09:44:03Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen.

http://www.bay12forums.com/smf/index.php?topic=106790.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=106790.0&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:Non-commercial from license selector}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233894</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233894"/>
		<updated>2017-11-28T09:23:14Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: major rewrite, including much more history, facts, screenshots, and dates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Packs or Starter packs are a small packages to get people started with Dwarf Fortress. Simply download the one for your operating systemd and start playing Dwarf Fortress with all the best utilities and tilesets. The current packs are ideal for new players, or anyone who doesn't want to find, configure, install, and update everything for themselves.&lt;br /&gt;
&lt;br /&gt;
Separate packs are available for Windows, Mac, and Linux. Each platform's version is maintained by different community contributors. These can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
These new packs generally include all the utilities that a veteran player might want on a new computer, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be okay.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also worth noting that most of the contents of each pack were created by the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - not least Toady for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
==Current packs==&lt;br /&gt;
All of these packs use the [http://www.bay12forums.com/smf/index.php?topic=140808.0 PyLNP] launcher, maintained by Pidgeot. (Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.)&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=163211.0 Linux: Enay's Unofficial Lazy Newb Pack]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=158322.0 Mac: Lazy Mac Pack]===&lt;br /&gt;
&lt;br /&gt;
A Lazy Newb Pack for Mac with lots of graphics packs but with not so many utilities.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== History of packs==&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The first Lazy New Pack ====&lt;br /&gt;
&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot.0.31.12.v4.6.png|frame|right|Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png|frame|right|Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first pack with the name Lazy Newb Pack (LNP) was created by [http://www.bay12forums.com/smf/index.php?action=profile;u=16293 LucasUP] for Windows and DF version 0.31.12 and posted [http://www.bay12forums.com/smf/index.php?topic=59026 | in the bay12forums] on June 11, 2010. Before the LNP, it was becoming common for the community to bundle up their own distributions of Dwarf Fortress with tile sets, graphics, and mods to make them more accessible to players. Other notable packs from this era are [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus graphics] and [http://www.bay12forums.com/smf/index.php?topic=53649.0 Mayday's Graphic Set]. The LNP distinguished itself by providing an interface for changing common DF settings, instead of editing the raw text files included with the game.&lt;br /&gt;
&lt;br /&gt;
The first versions of the  LNP included a text-based interface (seen on the right) that only permitted the user to enable/disable [[aquifers]] and choose from the Phoebus, Mayday, and Ironhand graphics packs. They included the utilities [[DFHack]], [[Dwarf Foreman]], [[Dwarf Therapist]], [http://www.bay12forums.com/smf/index.php?topic=57428.0 PerfectWorldDF], [http://www.joelpt.net/quickfort/  Quickfort], [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] , [[Stonesense]].&lt;br /&gt;
&lt;br /&gt;
In order to elicit help and contributions from the community LucasUP opensourced his graphical interface in February 2013 by releasing [https://github.com/LucasUP/LazyNewbPack/| the source on github] ([http://www.bay12forums.com/smf/index.php?topic=123384.0 forum post]).&lt;br /&gt;
&lt;br /&gt;
By the late autumn of year 2013 the LNP was out of date with new DF releases, and users were clamoring for an update. LucasUP's life had become to busy to focus on the LNP. On November 16, 2013 LucasUP declared his tenure as overseer over, thanked the community for their support and gave his blessings for the successor packs that had appeared on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px dashed grey; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Hello guys. I think I have to apologize for my long absence.  :(&lt;br /&gt;
&lt;br /&gt;
Yes it was my intention to let others work on and maybe eventually take over The Lazy Newb pack after I had released it open source. But It was NOT my intention to go dead silent for so long and have it be such a forced/jarring transition. I'm really sorry about that.&lt;br /&gt;
Of course other life responsibilities took me away from LNP, but I don't really have great excuses for why I didn't at least give you guys any updates on myself or re-direct you to other versions sooner, other than just my mind has been elsewhere.&lt;br /&gt;
&lt;br /&gt;
Sorry for any frustration this has caused you guys, and I hope I haven't caused too much ill-will. I feel like a jerk and like I've just been trying to avoid confronting that. :(&lt;br /&gt;
I've updated the OP to link to the new Windows/Linux/Mac packages. If there's anything else you guys would like to see from me, I am happy to hear from you.&lt;br /&gt;
I do read and respond to my PMs too, if you wanted to say/ask me something in private.&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
&lt;br /&gt;
I just also wanted to say, on a more positive note, that I am really happy and proud to see how many people have cared enough about LNP to want to continue it and work on it. The fact that there is now working and regularly updated Win/Mac/Linux versions is really fantastic, and its something I would have never achieved myself. So, thanks to the DF community! You guys and girls are awesome.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-- [http://www.bay12forums.com/smf/index.php?topic=59026.msg4768489#msg4768489 original post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The original GUI launcher ====&lt;br /&gt;
&lt;br /&gt;
On December 31, 2010 [http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333 LucasUP released] the first version of the Lazy Newb Pack that contained the graphical interface launcher that is well known today. It became the key component of the pack, which allows easy configuration of the DF installation, choose graphics packs, launching of utilities, and provided one click toggling of settings instead of editing configuration files by hand.  The original launcher was built with Visual Basic and .NET 3.5, and for several years this meant that the LNP was only available for Windows systems.&lt;br /&gt;
&lt;br /&gt;
In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible, but also required manual configuration. This launcher was never finished and so never achieved wide usage, however some early Mac and Linux packs were available based on this version. It wasn't a complete pack, but just the launcher component that could be used to build platform-specific packs.&lt;br /&gt;
&lt;br /&gt;
In mid-2014 Pidgeot released the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] built in Python and compatible with all platforms. As of 2017 the PyLNP is the core launcher of all lazy newb / starter packs available. A number of improvements to the featureset have been made since the original windows-only launcher by LucasUP, including raw merging of graphics to perserve settings, mod management, color schemes, and managing multiple installations of Dwarf Fortress.&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Lnp-gui1.png|The original LNP launcher, Options Tab&lt;br /&gt;
File:Lnp-gui2.png|The graphics tab&lt;br /&gt;
File:Lnp-gui3.png|The utilities tab&lt;br /&gt;
File:Lnp-gui5.png|The advanced tab&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lazy? Newb? Starter Pack? ===&lt;br /&gt;
&lt;br /&gt;
The original pack by LucasUP was named the Lazy Newb Pack, and LucasUP themselves explained the name as &amp;quot;This package is for *Newbs* and those too *Lazy* to put everything together every new version&amp;quot; (emphasis original). Most derivative packs over the years have retained that name more out of brand recognition and as homage to LucasUP's first attempts.&lt;br /&gt;
&lt;br /&gt;
In November 2013 PeridexisErrant, the maintainer of the current pack for the Windows platform, renamed his pack from &amp;quot;PeridexisErrant's LNP&amp;quot; to &amp;quot;PeridexisErrant's Starter Pack&amp;quot;. He [https://www.reddit.com/r/dwarffortress/comments/1qt7c1/df_starter_pack_updated_classic_lazy_newb_pack/cdgpqxq/ has said] the primary reason for the renaming was to distinguish the old legacy LNP from his own pack when providing support to players, as often players would have a problem with the pack and ask PeridexisErrant for help only for him to discover they were using an older version of the pack that he didn't publish nor maintain. He changed the name before the [[DF2014:Release_information|big 2014 release]] in order to help steer new players towards his new maintained starter pack, and prevent them from finding and using old unsupported versions of the LNP.&lt;br /&gt;
&lt;br /&gt;
PeridexisErrant has also said that the purview of the pack has expanded over the years and is no longer just for those new to the game (newbs) but also for experienced players, and that he disliked the term &amp;quot;lazy&amp;quot; for derogatorily implying that players are lazy. Given the difficulty and challenges associated with Dwarf Fortress, where to be come proficient one must work hard and expend effort, it is safe to say that its players are not lazy.&lt;br /&gt;
&lt;br /&gt;
The maintainers of the different Mac OSX packs have used different names over the years including MacNewbie, and Lazy Mac Pack. The Linux maintainers have remained with the original LNP moniker.&lt;br /&gt;
&lt;br /&gt;
== Other historical packs ==&lt;br /&gt;
&lt;br /&gt;
Early on, while there were releases of Dwarf Fortress for Mac and Linux, there were no Lazy Newb Packs offered. The very first batch-script based version of LucasUP's LNP inadvertently worked on Linux via wine, but after the switch to the GUI launcher built with .NET, support for Linux was lost.&lt;br /&gt;
&lt;br /&gt;
The general availability of GUI based launchers (and the packs built around) them for Mac and Linux didn't come about until Dricus' java-based launcher project [http://www.bay12forums.com/smf/index.php?topic=130236.msg4521675#msg4521675 in August 2013].&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=128960  The MacNewbie Reborn] by Fricy was an updated version of the old MacNewbie Cyan pack. It was last updated in January 2016 in January Dwarf Fortress v0.42.04.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux] created by Andrewd18 in September 2013, was a Linux installer shell script that installed the Dwarf Fortress Lazy Newb Pack. It downloaded and built a DF installation from available source code and binaries, and also checked for the dependencies required by 64-bit systems.  The home of this pack was [https://github.com/andrewd18/df-lnp-installer on Github]. It was last updated on June 2014 for Dwarf Fortress v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] released in July 2014 was a more traditional package of compiled utilities that was previously maintained and tested on Ubuntu. It was last updated in March 2015 for Dwarf Fortress v0.40.24.&lt;br /&gt;
&lt;br /&gt;
In March 2017 [http://www.bay12forums.com/smf/index.php?action=profile;u=114577 Enay] took up maintainership of the LNP for Linux calling it [http://www.bay12forums.com/smf/index.php?topic=163211.0 LinuxLNP] and released only for 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png&amp;diff=233893</id>
		<title>File:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png&amp;diff=233893"/>
		<updated>2017-11-28T08:35:38Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Rmblr uploaded a new version of &amp;amp;quot;File:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png&amp;amp;quot;: smaller size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from  June 2010. Created on Linux in 2017 with wine.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Lazy-newb-pack-screenshot.0.31.12.v4.6.png&amp;diff=233892</id>
		<title>File:Lazy-newb-pack-screenshot.0.31.12.v4.6.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Lazy-newb-pack-screenshot.0.31.12.v4.6.png&amp;diff=233892"/>
		<updated>2017-11-28T08:35:19Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Rmblr uploaded a new version of &amp;amp;quot;File:Lazy-newb-pack-screenshot.0.31.12.v4.6.png&amp;amp;quot;: smaller size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from  June 2010. Created on Linux in 2017 with wine.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Lnp-gui5.png&amp;diff=233891</id>
		<title>File:Lnp-gui5.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Lnp-gui5.png&amp;diff=233891"/>
		<updated>2017-11-28T08:25:23Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: The original Lazy Newb Pack launcher screenshots by LucasUP. http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The original Lazy Newb Pack launcher screenshots by LucasUP. http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:Non-commercial from license selector}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Lnp-gui3.png&amp;diff=233890</id>
		<title>File:Lnp-gui3.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Lnp-gui3.png&amp;diff=233890"/>
		<updated>2017-11-28T08:25:02Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: The original Lazy Newb Pack launcher screenshots by LucasUP. http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The original Lazy Newb Pack launcher screenshots by LucasUP. http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:Non-commercial from license selector}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Lnp-gui2.png&amp;diff=233889</id>
		<title>File:Lnp-gui2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Lnp-gui2.png&amp;diff=233889"/>
		<updated>2017-11-28T08:24:48Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: The original Lazy Newb Pack launcher screenshots by LucasUP. http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The original Lazy Newb Pack launcher screenshots by LucasUP. http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:Non-commercial from license selector}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Lnp-gui1.png&amp;diff=233888</id>
		<title>File:Lnp-gui1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Lnp-gui1.png&amp;diff=233888"/>
		<updated>2017-11-28T08:24:34Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: The original Lazy Newb Pack launcher screenshots by LucasUP. http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The original Lazy Newb Pack launcher screenshots by LucasUP. http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:Non-commercial from license selector}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png&amp;diff=233885</id>
		<title>File:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png&amp;diff=233885"/>
		<updated>2017-11-28T07:19:14Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from  June 2010. Created on Linux in 2017 with wine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from  June 2010. Created on Linux in 2017 with wine.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Lazy-newb-pack-screenshot.0.31.12.v4.6.png&amp;diff=233884</id>
		<title>File:Lazy-newb-pack-screenshot.0.31.12.v4.6.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Lazy-newb-pack-screenshot.0.31.12.v4.6.png&amp;diff=233884"/>
		<updated>2017-11-28T07:18:46Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from  June 2010. Created on Linux in 2017 with wine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from  June 2010. Created on Linux in 2017 with wine.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Make_your_own_weapons&amp;diff=233663</id>
		<title>Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Make_your_own_weapons&amp;diff=233663"/>
		<updated>2017-11-21T12:58:37Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: add back link to starting build theory page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:57, 23 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
'''Making your own weapons''' on [[embark]] can save embark points and kick-start your [[metal industry]]. It can also serve as a minimalist embark and add an early-game challenge for advanced players. Just keep in mind, that you'll need time to forge your axes and picks, potentially leaving your [[wood cutter]] and [[miner]] standing around waiting. Also, you'll probably have other concerns during your first year; choose wisely.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, making your own weapons is quite easy and the embark savings can be quite considerable, allowing you to concentrate points on other skills or supplies, or even an early steel-equipped military. Occasionally a [[civilization]] may not have access to an iron anvil but curiously has access to a steel one which cost 300 points; any savings are much harder to obtain with such a large expenditure up-front. Copper is the cheapest material for creating mining [[pick]] axes and wood-cutting battle axes. However, Bronze is a better material for creating [[military]] grade weapons and armor if your [[civilization]] has access to it.&lt;br /&gt;
&lt;br /&gt;
==Crude copper supplies==&lt;br /&gt;
The basic item selection in &amp;quot;Prepare for the journey carefully&amp;quot; comes with two [[copper]] [[pick]]s (at 44 points each), two copper [[battle axe]]s (68 points each), and an iron anvil (100 points). Since copper ores (except [[tetrahedrite]]) cost 6 points each, and bituminous coal costs 3 points each (and you already have an anvil included), you can carry the supplies necessary to create FOUR copper items for less than a third of the cost of ONE copper battle axe: &lt;br /&gt;
* 1 copper ore ([[native copper]] or [[malachite]]):  6 points&lt;br /&gt;
* 1 [[wood]] (for [[charcoal]] to smelt the coal): 3 points&lt;br /&gt;
* 1 [[bituminous coal]] (for 9 fuel to create weapons): 3 points&lt;br /&gt;
* 2 stone (for fire safe buildings): 6 points &lt;br /&gt;
* Total points:  18 &lt;br /&gt;
&lt;br /&gt;
Once embarked you must build a [[wood furnace]] to make a bar of charcoal, once done disassemble the furnace. Build a [[smelter]] and process your bituminous coal to fuel. Smelt the copper ore into 4 copper bars. Build a [[metalsmith's forge]] and start creating copper equipment. Battle axes and picks cost 1 bar each so you can create 2 of each from a single ore. If you plan to bring more than one copper ore, consider upgrading to bronze instead. &lt;br /&gt;
&lt;br /&gt;
Note: if your embark has trees you can avoid spending points on fuel or wood. Deconstruct your wagon to yield 3 logs, process the wood to [[charcoal]], and use that to forge a battle axe. Use the axe to harvest more wood as necessary for fuel. This process requires more effort and takes a little longer but it saves a few more points.&lt;br /&gt;
&lt;br /&gt;
Note: [[Ash]] counts as a &amp;quot;fire-safe bar&amp;quot; and can be used to construct the [[smelter]] and [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
==Better bronze supplies==&lt;br /&gt;
For a minimal increase in costs you can upgrade to [[bronze]] equipment. An additional 6 points will provide up to EIGHT bronze items:&lt;br /&gt;
* 1 copper ore (native copper or malachite):  6 points&lt;br /&gt;
* 1 [[cassiterite]]:  6 points&lt;br /&gt;
* 1 [[wood]] (for [[charcoal]] to smelt the coal): 3 points&lt;br /&gt;
* 1 [[bituminous coal]] (for 9 fuel):  3 points&lt;br /&gt;
* 2 stone: 6 points&lt;br /&gt;
* Total:  24 points&lt;br /&gt;
&lt;br /&gt;
Build a wood furnace, make a bar of charcoal, then disassemble the furnace. Build a smelter and process your bituminous coal to fuel. Smelt the ores into 8 bronze bars. Build a forge and start creating bronze equipment.&lt;br /&gt;
&lt;br /&gt;
==Superior steel supplies==&lt;br /&gt;
Unfortunately, iron ores will cost you 24 points each, and steel-making requires an equal investment in flux stone, so if you're hoping to go directly for [[steel]] equipment you'll need:&lt;br /&gt;
* 1 iron ore (any type):  24 points&lt;br /&gt;
* 4 [[flux]] (any type):  24 points&lt;br /&gt;
* 1 [[wood]] (for [[charcoal]] to smelt the coal): 3 points&lt;br /&gt;
* 2 [[bituminous coal]] (for 17 fuel):  6 points&lt;br /&gt;
* 2 stone: 6 points&lt;br /&gt;
* Total:  63 points&lt;br /&gt;
&lt;br /&gt;
Build a wood furnace, make a bar of charcoal, then disassemble the furnace. Build a smelter and process your bituminous coal to fuel. Smelt the iron ore into 4 iron bars. Smelt two iron bars into pig iron. Smelt the pig iron into steel. Build a forge and start creating steel equipment.&lt;br /&gt;
&lt;br /&gt;
== Minimalist challenge ==&lt;br /&gt;
&lt;br /&gt;
For the hardcore survivalist dwarves only.  &lt;br /&gt;
&lt;br /&gt;
Start out with ''only''&lt;br /&gt;
:* 1 [[iron]] [[anvil]] &lt;br /&gt;
:* 1 [[copper]] [[ore]].&lt;br /&gt;
&lt;br /&gt;
And figure it out from there. Real dwarves (or real DF players) won't need to peek.&lt;br /&gt;
&lt;br /&gt;
{{Spoil small|&lt;br /&gt;
* Deconstruct the initial wagon for the 3 wood it provides.&lt;br /&gt;
* Build a wood furnace with the copper nugget.&lt;br /&gt;
* Make 1 ash and 2 charcoal from the wood.&lt;br /&gt;
* Deconstruct the wood furnace.&lt;br /&gt;
* Build a smelter with the ash ''(a fire-safe &amp;quot;bar&amp;quot;)''.&lt;br /&gt;
* Smelt the copper ore into 4 copper bars.&lt;br /&gt;
* Deconstruct the smelter.&lt;br /&gt;
* Build a metalsmith's forge with the anvil and ash bar.&lt;br /&gt;
* Forge a copper battle axe.&lt;br /&gt;
* Chop down 2 trees.&lt;br /&gt;
* Build a wood furnace with a copper bar.&lt;br /&gt;
* Make 2 charcoal.&lt;br /&gt;
* Forge 2 copper picks.&lt;br /&gt;
... and proceed as normal.&lt;br /&gt;
|Step-by-step}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sample_Starting_Builds&amp;diff=233662</id>
		<title>Sample Starting Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sample_Starting_Builds&amp;diff=233662"/>
		<updated>2017-11-21T12:57:58Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: add back link to starting build theory page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
This is a collection of '''starting builds''' (or embark setups) which individual players find useful and generally worth trying.&lt;br /&gt;
&lt;br /&gt;
These can be found in [[embark_profiles.txt]]. Each one begins with a [PROFILE] tag. To use a raw starting build, just copy the text and paste it at the end of the file.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Starter Pack ==&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Starter Pack includes a large number of basic embark profiles, including scenarios adapted from Masterwork mod.  If you don't want to download the whole pack, you can also find many of the profiles at http://pastebin.com/buqxbNqj&lt;br /&gt;
&lt;br /&gt;
== Nagidal's Allrounder ==&lt;br /&gt;
&lt;br /&gt;
Recommended for newbies who want to play a ''defensive'' embark on sites with ''mild conditions'' (warm or temperate [[climate]], easy access to drinking [[water]], [[tree]]s and [[stone]]). &lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
&lt;br /&gt;
According to the dwarves' [[attributes]] you assign:&lt;br /&gt;
&lt;br /&gt;
* 2 Proficient [[Miner]]s (high [[Attributes#Endurance|endurance]], high [[Attributes#Willpower|willpower]], good  [[Attributes#Kinesthetic_Sense|kinesthetic sense]])&lt;br /&gt;
* 1 Proficient [[Mason]] (good [[Attributes#Creativity|creativity]], good endurance)&lt;br /&gt;
* 1 Proficient [[Mechanic]] (good [[Attributes#Analytical_Ability|analytical ability]])&lt;br /&gt;
* 1 Proficient [[Grower]] (good [[Attributes#Agility|agility]])&lt;br /&gt;
* 1 Proficient [[Wood cutter]]&lt;br /&gt;
* 1 Proficient [[Carpenter]]&lt;br /&gt;
&lt;br /&gt;
Make one of five non-miners at least an adequate [[Appraiser]] (the one with good [[Attributes#Memory|memory]] or [[Attributes#Intuition|intuition]]).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Keep all the standard stuff, sell some [[splint]]s, [[crutch]]es and [[quiver]]s to buy a couple of [[cat]]s and a dog or two. (The cats will eat the [[vermin]] trying to eat your food supplies.) You can also sell one of the battle axes or the anvil to buy even more stock or some more [[drink]]s and [[food]] if you wish.&lt;br /&gt;
&lt;br /&gt;
Some dwarven [[civilization]]s start with a [[steel]] [[anvil]] rather than an [[iron]] one which will reduce the amount of points you can use for the dwarves' skills and items. In this case, sell the anvil and rely on [[merchant]]s bringing you one.&lt;br /&gt;
&lt;br /&gt;
=== First year roadmap ===&lt;br /&gt;
&lt;br /&gt;
We deliberately didn't take any [[cook]]s or [[brewer]]s. You can pick both from one of the first [[Immigration|migration waves]]. Also, we don't have any [[military]] to start with. The idea is that our mechanic and carpenter will build us many wooden cage [[trap]]s which will easily deal with the first [[ambush]]es, maybe even the first [[siege]]. Any useless migrants of the later waves will become our military.&lt;br /&gt;
&lt;br /&gt;
Your aims for the first year are: farming, traps, trade, healthcare (ordered by importance)&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
Start [[farming]] as soon as possible. Try to harvest the spring crop of your first year. Be careful not to produce too much food. Be sure to have some [[barrel]]s or [[large pot]]s reserved for drinks rather than stuffed with [[plump helmet]]s. Thirty tiles of farm plots are more than enough to start with. If you really want to farm more, try [[pig tail]]s and get the [[textile industry]] up and running once you have more dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Traps ====&lt;br /&gt;
Build a [[mechanic's workshop]] soon and let him churn out about 2–3 dozens of [[mechanism]]s. Your carpenter should produce roughly as much wooden cages before autumn. When you build traps, build them in a one tile wide meandring corridor—preferably outdoors. There should be no way around this corridor for the enemies. Use raising [[bridge]]s to direct the flow of all enemies heading for your fort's entrance through this trap corridor. Lower the bridges to allow your dwarves fast access to the fort's entrance bypassing the trap corridor. You should have at least ten traps up and ready by autumn. To deal with a [[siege]] in the later years without fighting you better have 40 of these traps ready.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
Make one of your first immigrants a [[Stone crafter|stone crafter]] and let him make stone crafts 24/7. You will need them as [[trade]] goods. Textile industry is also a good starter. If your farms produce enough pig tails, go for it and ship some fine socks to your mountain homes.&lt;br /&gt;
&lt;br /&gt;
==== Healthcare ====&lt;br /&gt;
Before you start thinking of having some military, build a [[well]] and a [[hospital]].&lt;br /&gt;
&lt;br /&gt;
== ELLIOTTCABLE's Tweaking Band ==&lt;br /&gt;
{{User:ELLIOTTCABLE/Starting_build}}&lt;br /&gt;
&lt;br /&gt;
== Specialized builds ==&lt;br /&gt;
These builds are good for increasing efficiency, certain starting positions, or for starting [[megaprojects]] with minimal planning.&lt;br /&gt;
&lt;br /&gt;
=== All Miners ===&lt;br /&gt;
:[[DF2014:Embark profile repository#All miners|Download All Miners Embark Profile]]&lt;br /&gt;
Each dwarf also has some other vital skill as well.&lt;br /&gt;
Remember, you can make adjustments to this before you embark, if you feel inclined to. I added a few animals here, which you can change before embarking.&lt;br /&gt;
&lt;br /&gt;
'''Challenges'''&lt;br /&gt;
While 7 miners are useful for building a fort quickly, it definitely isn't a good idea for every fortress. This profile doesn't include any crafting labors, which are usually helpful as an initial source of income. Brewing is '''highly''' recommended, unless you have a source of fresh water.&lt;br /&gt;
&lt;br /&gt;
===Make your own weapons and tools===&lt;br /&gt;
{{Main|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
By eliminating the [[battle axe]]s, [[pick]]s, and other metal equipment from the starting build, and replacing them with the raw goods to [[make your own weapons]] on the spot, many points are saved. To illustrate, a [[steel]] battle axe is around 300 or 500 points; quite an expense. Iron is more affordable but still up there. But the only advantage a steel battle axe or pick has over a silver or copper one is in combat effectiveness, not wood chopping or mining. Bring a [[copper]] [[ore]] and some fuel, and that 300-point axe gets replaced with 16 points of raw ingredients.&lt;br /&gt;
&lt;br /&gt;
It is possible to take this strategy to the logical extreme and to bring only raw materials, this is known as a full minmax build, see below for that variation.&lt;br /&gt;
&lt;br /&gt;
===Minmax build===&lt;br /&gt;
:[[DF2014:Embark profile repository#Minmax|Download Minmax Embark Profile]]&lt;br /&gt;
&lt;br /&gt;
Taking the [[make your own weapons]] strategy to its logical extreme of removing picks and all the fancy things that are included in the default embark, the build below brings along one copper and one tin ore (enough for 8 bronze tools), some magma-safe rock to build a forge and furnaces (remember - no mining before you have a pick!), and some [[plump helmet]]s for immediate [[brewing]] and [[seed]]s+[[drink]]s.&lt;br /&gt;
&lt;br /&gt;
Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] is only 3 points each at embark, as it is a basic &amp;quot;economic stone&amp;quot; rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both growers, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think.&lt;br /&gt;
&lt;br /&gt;
The profile is not completely optimized. The bags can be replaced with thread. The 16 turtles are brought along so there's something to eat between brewing all the helmets and reaping the first harvest, but 7 turtles would probably do just fine.&lt;br /&gt;
&lt;br /&gt;
Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon.&lt;br /&gt;
&lt;br /&gt;
Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarfs is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dwarfs for a safer start===&lt;br /&gt;
This build adds some military and medical skills into the mix, so they are not defenseless. The seven dwarfs are able to do all important work and you can set up two squads. When new dwarfs arrive, remove hauling task (wood!) from your starting dwarfs (and all new important (crafting) dwarfs, so they do not run into ambushes, useless dwarfs can get fishing, to scout the outside. &lt;br /&gt;
&lt;br /&gt;
At the beginning, you can give the starting dwarfs all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs. &lt;br /&gt;
&lt;br /&gt;
Building a pen near your entrance with walls and a door (only passable for dwarfs) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles).&lt;br /&gt;
&lt;br /&gt;
Dwarfs:&lt;br /&gt;
# Grower 5 / Leather Crafting 5 / Wood Cutting 0 (till miners are ready for inside growing)&lt;br /&gt;
# Weapons Smith 5 / Armor Smith 5 (this dwarf is very important)&lt;br /&gt;
# Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...)&lt;br /&gt;
# Diagnose 5 / Surgery Setting Bones, Suturing, Dressing Wounds  all 1 (your medical dwarf, has one free skill point)&lt;br /&gt;
# Mason 5 / Carpenter 5&lt;br /&gt;
# Mining 1 / Armor Use 5 / Dodging 4 (give him an axe and a squad and a leather armor, trouser and shield)&lt;br /&gt;
# Mining 1 / Armor Use 5 / Dodging 4 (give him a spear and a squad and a leather armor, trouser and shield)&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
* copper axe,&lt;br /&gt;
* copper picks 2,&lt;br /&gt;
* seeds (all 6+)&lt;br /&gt;
* drinks (all 21+)&lt;br /&gt;
* meat and fish (cheap one with 1 stacks for free barrels)&lt;br /&gt;
* iron anvil&lt;br /&gt;
* leather (cheap, 20-40)&lt;br /&gt;
&lt;br /&gt;
Animals:&lt;br /&gt;
* 3 dogs (2 female, 1 male)&lt;br /&gt;
* 3-6 sheep (2-5 female, 1 male)&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sample_Starting_Builds&amp;diff=233661</id>
		<title>Sample Starting Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sample_Starting_Builds&amp;diff=233661"/>
		<updated>2017-11-21T12:56:24Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Specialized builds */ add make your own weapons section as distinct and make the download links noticeable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
This is a collection of '''starting builds''' (or embark setups) which individual players find useful and generally worth trying.&lt;br /&gt;
&lt;br /&gt;
These can be found in [[embark_profiles.txt]]. Each one begins with a [PROFILE] tag. To use a raw starting build, just copy the text and paste it at the end of the file.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Starter Pack ==&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Starter Pack includes a large number of basic embark profiles, including scenarios adapted from Masterwork mod.  If you don't want to download the whole pack, you can also find many of the profiles at http://pastebin.com/buqxbNqj&lt;br /&gt;
&lt;br /&gt;
== Nagidal's Allrounder ==&lt;br /&gt;
&lt;br /&gt;
Recommended for newbies who want to play a ''defensive'' embark on sites with ''mild conditions'' (warm or temperate [[climate]], easy access to drinking [[water]], [[tree]]s and [[stone]]). &lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
&lt;br /&gt;
According to the dwarves' [[attributes]] you assign:&lt;br /&gt;
&lt;br /&gt;
* 2 Proficient [[Miner]]s (high [[Attributes#Endurance|endurance]], high [[Attributes#Willpower|willpower]], good  [[Attributes#Kinesthetic_Sense|kinesthetic sense]])&lt;br /&gt;
* 1 Proficient [[Mason]] (good [[Attributes#Creativity|creativity]], good endurance)&lt;br /&gt;
* 1 Proficient [[Mechanic]] (good [[Attributes#Analytical_Ability|analytical ability]])&lt;br /&gt;
* 1 Proficient [[Grower]] (good [[Attributes#Agility|agility]])&lt;br /&gt;
* 1 Proficient [[Wood cutter]]&lt;br /&gt;
* 1 Proficient [[Carpenter]]&lt;br /&gt;
&lt;br /&gt;
Make one of five non-miners at least an adequate [[Appraiser]] (the one with good [[Attributes#Memory|memory]] or [[Attributes#Intuition|intuition]]).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Keep all the standard stuff, sell some [[splint]]s, [[crutch]]es and [[quiver]]s to buy a couple of [[cat]]s and a dog or two. (The cats will eat the [[vermin]] trying to eat your food supplies.) You can also sell one of the battle axes or the anvil to buy even more stock or some more [[drink]]s and [[food]] if you wish.&lt;br /&gt;
&lt;br /&gt;
Some dwarven [[civilization]]s start with a [[steel]] [[anvil]] rather than an [[iron]] one which will reduce the amount of points you can use for the dwarves' skills and items. In this case, sell the anvil and rely on [[merchant]]s bringing you one.&lt;br /&gt;
&lt;br /&gt;
=== First year roadmap ===&lt;br /&gt;
&lt;br /&gt;
We deliberately didn't take any [[cook]]s or [[brewer]]s. You can pick both from one of the first [[Immigration|migration waves]]. Also, we don't have any [[military]] to start with. The idea is that our mechanic and carpenter will build us many wooden cage [[trap]]s which will easily deal with the first [[ambush]]es, maybe even the first [[siege]]. Any useless migrants of the later waves will become our military.&lt;br /&gt;
&lt;br /&gt;
Your aims for the first year are: farming, traps, trade, healthcare (ordered by importance)&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
Start [[farming]] as soon as possible. Try to harvest the spring crop of your first year. Be careful not to produce too much food. Be sure to have some [[barrel]]s or [[large pot]]s reserved for drinks rather than stuffed with [[plump helmet]]s. Thirty tiles of farm plots are more than enough to start with. If you really want to farm more, try [[pig tail]]s and get the [[textile industry]] up and running once you have more dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Traps ====&lt;br /&gt;
Build a [[mechanic's workshop]] soon and let him churn out about 2–3 dozens of [[mechanism]]s. Your carpenter should produce roughly as much wooden cages before autumn. When you build traps, build them in a one tile wide meandring corridor—preferably outdoors. There should be no way around this corridor for the enemies. Use raising [[bridge]]s to direct the flow of all enemies heading for your fort's entrance through this trap corridor. Lower the bridges to allow your dwarves fast access to the fort's entrance bypassing the trap corridor. You should have at least ten traps up and ready by autumn. To deal with a [[siege]] in the later years without fighting you better have 40 of these traps ready.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
Make one of your first immigrants a [[Stone crafter|stone crafter]] and let him make stone crafts 24/7. You will need them as [[trade]] goods. Textile industry is also a good starter. If your farms produce enough pig tails, go for it and ship some fine socks to your mountain homes.&lt;br /&gt;
&lt;br /&gt;
==== Healthcare ====&lt;br /&gt;
Before you start thinking of having some military, build a [[well]] and a [[hospital]].&lt;br /&gt;
&lt;br /&gt;
== ELLIOTTCABLE's Tweaking Band ==&lt;br /&gt;
{{User:ELLIOTTCABLE/Starting_build}}&lt;br /&gt;
&lt;br /&gt;
== Specialized builds ==&lt;br /&gt;
These builds are good for increasing efficiency, certain starting positions, or for starting [[megaprojects]] with minimal planning.&lt;br /&gt;
&lt;br /&gt;
=== All Miners ===&lt;br /&gt;
:[[DF2014:Embark profile repository#All miners|Download All Miners Embark Profile]]&lt;br /&gt;
Each dwarf also has some other vital skill as well.&lt;br /&gt;
Remember, you can make adjustments to this before you embark, if you feel inclined to. I added a few animals here, which you can change before embarking.&lt;br /&gt;
&lt;br /&gt;
'''Challenges'''&lt;br /&gt;
While 7 miners are useful for building a fort quickly, it definitely isn't a good idea for every fortress. This profile doesn't include any crafting labors, which are usually helpful as an initial source of income. Brewing is '''highly''' recommended, unless you have a source of fresh water.&lt;br /&gt;
&lt;br /&gt;
===Make your own weapons and tools===&lt;br /&gt;
{{Main|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
By eliminating the [[battle axe]]s, [[pick]]s, and other metal equipment from the starting build, and replacing them with the raw goods to [[make your own weapons]] on the spot, many points are saved. To illustrate, a [[steel]] battle axe is around 300 or 500 points; quite an expense. Iron is more affordable but still up there. But the only advantage a steel battle axe or pick has over a silver or copper one is in combat effectiveness, not wood chopping or mining. Bring a [[copper]] [[ore]] and some fuel, and that 300-point axe gets replaced with 16 points of raw ingredients.&lt;br /&gt;
&lt;br /&gt;
It is possible to take this strategy to the logical extreme and to bring only raw materials, this is known as a full minmax build, see below for that variation.&lt;br /&gt;
&lt;br /&gt;
===Minmax build===&lt;br /&gt;
:[[DF2014:Embark profile repository#Minmax|Download Minmax Embark Profile]]&lt;br /&gt;
&lt;br /&gt;
Taking the [[make your own weapons]] strategy to its logical extreme of removing picks and all the fancy things that are included in the default embark, the build below brings along one copper and one tin ore (enough for 8 bronze tools), some magma-safe rock to build a forge and furnaces (remember - no mining before you have a pick!), and some [[plump helmet]]s for immediate [[brewing]] and [[seed]]s+[[drink]]s.&lt;br /&gt;
&lt;br /&gt;
Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] is only 3 points each at embark, as it is a basic &amp;quot;economic stone&amp;quot; rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both growers, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think.&lt;br /&gt;
&lt;br /&gt;
The profile is not completely optimized. The bags can be replaced with thread. The 16 turtles are brought along so there's something to eat between brewing all the helmets and reaping the first harvest, but 7 turtles would probably do just fine.&lt;br /&gt;
&lt;br /&gt;
Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon.&lt;br /&gt;
&lt;br /&gt;
Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarfs is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dwarfs for a safer start===&lt;br /&gt;
This build adds some military and medical skills into the mix, so they are not defenseless. The seven dwarfs are able to do all important work and you can set up two squads. When new dwarfs arrive, remove hauling task (wood!) from your starting dwarfs (and all new important (crafting) dwarfs, so they do not run into ambushes, useless dwarfs can get fishing, to scout the outside. &lt;br /&gt;
&lt;br /&gt;
At the beginning, you can give the starting dwarfs all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs. &lt;br /&gt;
&lt;br /&gt;
Building a pen near your entrance with walls and a door (only passable for dwarfs) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles).&lt;br /&gt;
&lt;br /&gt;
Dwarfs:&lt;br /&gt;
# Grower 5 / Leather Crafting 5 / Wood Cutting 0 (till miners are ready for inside growing)&lt;br /&gt;
# Weapons Smith 5 / Armor Smith 5 (this dwarf is very important)&lt;br /&gt;
# Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...)&lt;br /&gt;
# Diagnose 5 / Surgery Setting Bones, Suturing, Dressing Wounds  all 1 (your medical dwarf, has one free skill point)&lt;br /&gt;
# Mason 5 / Carpenter 5&lt;br /&gt;
# Mining 1 / Armor Use 5 / Dodging 4 (give him an axe and a squad and a leather armor, trouser and shield)&lt;br /&gt;
# Mining 1 / Armor Use 5 / Dodging 4 (give him a spear and a squad and a leather armor, trouser and shield)&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
* copper axe,&lt;br /&gt;
* copper picks 2,&lt;br /&gt;
* seeds (all 6+)&lt;br /&gt;
* drinks (all 21+)&lt;br /&gt;
* meat and fish (cheap one with 1 stacks for free barrels)&lt;br /&gt;
* iron anvil&lt;br /&gt;
* leather (cheap, 20-40)&lt;br /&gt;
&lt;br /&gt;
Animals:&lt;br /&gt;
* 3 dogs (2 female, 1 male)&lt;br /&gt;
* 3-6 sheep (2-5 female, 1 male)&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickfort_Community_Blueprints&amp;diff=228577</id>
		<title>Quickfort Community Blueprints</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickfort_Community_Blueprints&amp;diff=228577"/>
		<updated>2017-01-14T12:38:48Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Circle Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Quickfort Community Blueprints pack is a collection of blueprints for use with Quickfort, drawn from all over the community.[http://dffd.bay12games.com/file.php?id=8185 The most recent version of the pack (v2.3)] comes with images to help visualise most designs. It is included in the [[Utility:Lazy Newb Pack|Lazy Newb Pack]].  &lt;br /&gt;
&lt;br /&gt;
If you want to share your designs: blueprint sets can be packaged as a .zip file and uploaded to a file host, [http://dffd.wimbli.com the DFFD] is preferred, and you can add a link to this page!&lt;br /&gt;
&lt;br /&gt;
==Previous Blueprint Repositories==&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=8185 The latest (v2.3) pack], maintained by PeridexisErrant.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/download/2x40cv93i9gd1r0/Community_Quickfort_Blueprints_v2.2.zip (v2.2) collated pack]&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/download/5fp46epm3fe1z8b/Community_Quickfort_Blueprints_v2.1.zip (v2.1) collated pack]&lt;br /&gt;
&lt;br /&gt;
[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 (v2.0) collated pack, unzipped], and a [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip zipped version of it] (otherwise requires paid account to download all at once).  &lt;br /&gt;
&lt;br /&gt;
Version one of the collated package is available [http://www.mediafire.com/df_qfcommunity here]. &lt;br /&gt;
&lt;br /&gt;
The remainder of the page is a set of simple Quickfort-compatible blueprints to give you a sense of what can be done. &lt;br /&gt;
&lt;br /&gt;
== Circle Pack ==&lt;br /&gt;
&lt;br /&gt;
Note: If using dfhack, it is easier to use the 'digcircle' command rather than these blueprints. Simply type 'digcircle XX filled' for a circle with a diameter of XX. Hint: odd numbered diameters work/look best. &lt;br /&gt;
=== 11-tile circle ===&lt;br /&gt;
  #dig start(6;6;Center tile) 11-tile circle&lt;br /&gt;
  `,`,`,`,d,d,d,`,`,`,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,`,`,`,d,d,d,`,`,`,`,#&lt;br /&gt;
&lt;br /&gt;
=== 13-tile circle ===&lt;br /&gt;
  #dig start(7;7;Center tile) 13-tile circle&lt;br /&gt;
  `,`,`,`,`,d,d,d,`,`,`,`,`,#&lt;br /&gt;
  `,`,`,d,d,d,d,d,d,d,`,`,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,`,`,d,d,d,d,d,d,d,`,`,`,#&lt;br /&gt;
  `,`,`,`,`,d,d,d,`,`,`,`,`,#&lt;br /&gt;
&lt;br /&gt;
=== 15-tile circle ===&lt;br /&gt;
  #dig start(8;8;Center tile) 15-tile circle&lt;br /&gt;
  `,`,`,`,`,d,d,d,d,d,`,`,`,`,`,#&lt;br /&gt;
  `,`,`,d,d,d,d,d,d,d,d,d,`,`,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,`,`,d,d,d,d,d,d,d,d,d,`,`,`,#&lt;br /&gt;
  `,`,`,`,`,d,d,d,d,d,`,`,`,`,`,#&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Simple Spiral Staircase ===&lt;br /&gt;
  #dig A simple spiral staircase.,,&lt;br /&gt;
  j,u,#&lt;br /&gt;
  u,j,#&lt;br /&gt;
  #&amp;gt;,#,#&lt;br /&gt;
  u,j,#&lt;br /&gt;
  j,u,#&lt;br /&gt;
  #,#,#&lt;br /&gt;
=== Slightly larger spiral ===&lt;br /&gt;
  #dig A simple spiral staircase.,,&lt;br /&gt;
  j,d,u&lt;br /&gt;
  d,d,d&lt;br /&gt;
  u,d,j&lt;br /&gt;
  #&amp;gt;&lt;br /&gt;
  u,d,j&lt;br /&gt;
  d,d,d&lt;br /&gt;
  j,d,u&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
This has a central single up/down stair tile that has room for a 3x3 shaft. I don't usually do 3x3. See [[Bedroom Design#Modified Windmill Villas]]&lt;br /&gt;
  #dig start(11;11)&lt;br /&gt;
  `,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,d,`,d,`,d,`,d,`,d,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,d,`,d,`,d,`,d,`,d,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,d,d,d,d,d,`,d,d,d,`,d,`,d,d,d,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,`,`,`,`,d,d,`,`,d,`,`,`,`,&lt;br /&gt;
  `,`,d,d,d,`,d,`,d,d,d,`,d,d,d,d,d,d,d,d,d,&lt;br /&gt;
  `,`,`,`,`,d,d,`,`,`,d,`,d,`,`,`,d,`,`,`,`,&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,`,d,`,d,d,d,`,`,&lt;br /&gt;
  `,`,`,`,d,`,`,`,d,d,d,d,d,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,d,d,d,`,d,d,d,d,i,d,d,d,d,`,d,d,d,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,d,d,d,d,d,`,`,`,d,`,`,`,`,&lt;br /&gt;
  `,`,d,d,d,`,d,`,d,d,d,d,d,d,d,d,d,d,d,d,d,&lt;br /&gt;
  `,`,`,`,d,`,`,`,d,`,d,`,`,`,d,d,`,`,`,`,`,&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,`,d,d,d,`,d,`,d,d,d,`,`,&lt;br /&gt;
  `,`,`,`,d,`,`,d,d,`,`,`,`,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,d,d,d,`,d,`,d,d,d,`,d,d,d,d,d,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,d,`,d,`,d,`,d,`,d,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,d,`,d,`,d,`,d,`,d,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,&lt;br /&gt;
&lt;br /&gt;
===Simple tileable cross design===&lt;br /&gt;
It allows ample space for movement and decoration.&lt;br /&gt;
  #dig Bedroom complex&lt;br /&gt;
  `,`,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,`,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,`,`,d,`,d,`,`,`,d,d,`,`,`,d,`,d,`,`,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,`,`,d,`,d,`,`,`,d,d,`,`,`,d,`,d,`,`,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,`,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,`,`,#&lt;br /&gt;
  d,d,d,d,d,d,`,`,d,d,d,d,`,`,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,`,`,d,d,d,d,`,`,d,d,d,d,d,d,#&lt;br /&gt;
  `,`,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,`,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,`,`,d,`,d,`,`,`,d,d,`,`,`,d,`,d,`,`,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,`,`,d,`,d,`,`,`,d,d,`,`,`,d,`,d,`,`,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,`,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,`,`,#&lt;br /&gt;
  #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===11x11 12-room Apartment Block&lt;br /&gt;
Features 11 4-tile rooms and one 3-tile room (or it makes a good office), needing only 5 doors. Quite modular.&lt;br /&gt;
If you use small meeting locations you can knock out the walls between the two narrow halls for a meeting area surrounded by 10 rooms, which would be very handy if all the rooms were full of families.&lt;br /&gt;
&lt;br /&gt;
  #dig&lt;br /&gt;
  d,d,`,d,d,`,d,d,`,d,d,#&lt;br /&gt;
  d,d,`,d,d,`,d,d,`,d,d,#&lt;br /&gt;
  `,`,d,`,`,`,`,`,d,`,`,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  `,`,`,d,`,d,`,d,`,`,`,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  d,d,`,d,`,`,d,d,`,d,d,#&lt;br /&gt;
  `,`,d,d,`,d,`,d,d,`,`,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  `,`,`,d,`,`,`,d,`,`,`,#&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack/createitem&amp;diff=212731</id>
		<title>Utility:DFHack/createitem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFHack/createitem&amp;diff=212731"/>
		<updated>2014-12-10T18:41:44Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Items */  add bolts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of &amp;lt;code&amp;gt;createitem&amp;lt;/code&amp;gt; commands for [[Utility:DFHack|DFHack]].&lt;br /&gt;
&lt;br /&gt;
Not to be confused with &amp;lt;code&amp;gt;create-items&amp;lt;/code&amp;gt;, a Ruby script with different syntax and support for fewer types of items.&lt;br /&gt;
&lt;br /&gt;
= Usage =&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
 createitem {{tc|green|'''[Item token]'''}} {{tc|blue|'''[Material]'''}} {{tc|red|'''[Quantity (optional)]'''}}&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;createitem&amp;quot; must be run with a creature/unit selected and will place items at their feet.&lt;br /&gt;
* A list of valid item tokens can be found [[item token|here]]. Note that CORPSE, CORPSEPIECE, and FOOD are not supported by DFHack.&lt;br /&gt;
* You can create multiple items at once by appending a number to the createitem command (e.g. &amp;lt;code&amp;gt;createitem BOULDER INORGANIC:HEMATITE 20&amp;lt;/code&amp;gt;). Note that certain item types will be created in stacks, while others will be created as individual items - see the [[DF2012:Reactions#quantity_2|Reactions]] page for more information.&lt;br /&gt;
* Text in ''italics'' should be replaced with the ID from the relevant raw page on this wiki. For example, to make goblin-cap logs, visit the [[goblin-cap]] page and view the raws. The ID is found in the first token, separated from the item type with a colon - for example, the ID for goblin-caps is &amp;lt;code&amp;gt;GOBLIN_CAP&amp;lt;/code&amp;gt;, retrieved from &amp;lt;code&amp;gt;[PLANT:GOBLIN_CAP]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
== Inorganic items ==&lt;br /&gt;
Most of these can be obtained from the [[item token|list of item tokens]].&lt;br /&gt;
=== Stone ===&lt;br /&gt;
* Boulders (i.e. mined stones):&lt;br /&gt;
 BOULDER INORGANIC:''stone''&lt;br /&gt;
* Blocks&lt;br /&gt;
 BLOCKS INORGANIC:''stone''&lt;br /&gt;
&lt;br /&gt;
=== Wood ===&lt;br /&gt;
* Logs&lt;br /&gt;
 WOOD PLANT_MAT:''tree'':WOOD&lt;br /&gt;
* Blocks&lt;br /&gt;
 BLOCKS PLANT_MAT:''tree'':WOOD&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
* [[Bar]]s (or [[wafer]]s)&lt;br /&gt;
 BAR INORGANIC:''metal''&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
* Rough gems&lt;br /&gt;
 ROUGH INORGANIC:''gem''&lt;br /&gt;
* Small cut gems&lt;br /&gt;
 SMALLGEM INORGANIC:''gem''&lt;br /&gt;
* Large cut gems&lt;br /&gt;
 GEM INORGANIC:''gem''&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
Raw glass:&lt;br /&gt;
 ROUGH ''glass'':NONE&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Glass !! Material token (&amp;quot;''&amp;lt;code&amp;gt;glass&amp;lt;/code&amp;gt;''&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| Green glass || GLASS_GREEN&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass || GLASS_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass || GLASS_CRYSTAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Items made of glass, e.g. furniture, use these names as well)&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
* Gauntlets (will automatically be created in pairs)&lt;br /&gt;
 GLOVES:ITEM_GLOVES_GAUNTLETS ''material''&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
*Whip:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_WHIP ''material''&lt;br /&gt;
*Battle axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_BATTLE ''material''&lt;br /&gt;
*War hammer:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_HAMMER_WAR ''material''&lt;br /&gt;
*Short sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_SHORT ''material''&lt;br /&gt;
*Spear:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SPEAR ''material''&lt;br /&gt;
*Mace:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MACE ''material''&lt;br /&gt;
*Crossbow:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_CROSSBOW ''material''&lt;br /&gt;
*Pick:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_PICK ''material''&lt;br /&gt;
*Bow:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_BOW ''material''&lt;br /&gt;
*Blowgun:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_BLOWGUN ''material''&lt;br /&gt;
*Pike:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_PIKE ''material''&lt;br /&gt;
*Halberd:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_HALBERD ''material''&lt;br /&gt;
*Two-handed sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_2H ''material''&lt;br /&gt;
*Long sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_LONG ''material''&lt;br /&gt;
*Maul:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MAUL ''material''&lt;br /&gt;
*Great axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_GREAT ''material''&lt;br /&gt;
*Dagger:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_DAGGER_LARGE ''material''&lt;br /&gt;
*Scourge:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SCOURGE ''material''&lt;br /&gt;
*Flail:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_FLAIL ''material''&lt;br /&gt;
*Morningstar:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MORNINGSTAR ''material''&lt;br /&gt;
*Scimitar:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SCIMITAR ''material''&lt;br /&gt;
*Training axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_TRAINING ''material''&lt;br /&gt;
*Training sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING ''material''&lt;br /&gt;
*Training spear:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SPEAR_TRAINING ''material''&lt;br /&gt;
== Ammo ==&lt;br /&gt;
*Bolts:&lt;br /&gt;
 AMMO:ITEM_AMMO_BOLTS ''material''&lt;br /&gt;
 AMMO:ITEM_AMMO_BOLTS PLANT:GOBLIN_CAP:WOOD&lt;br /&gt;
&lt;br /&gt;
== Trap components ==&lt;br /&gt;
* Menacing spike&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE ''material''&lt;br /&gt;
* Large, serrated disc&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC ''material''&lt;br /&gt;
* Spiked ball&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL ''material''&lt;br /&gt;
* Enormous corkscrew&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW ''material''&lt;br /&gt;
* Giant axe blade&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE ''material''&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* Nest box&lt;br /&gt;
 TOOL:ITEM_TOOL_NEST_BOX ''material''&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
Format:&lt;br /&gt;
 createitem {{tc|green|'''Item token (from list below)'''}} {{tc|blue|'''Material'''}}&lt;br /&gt;
&amp;quot;Material&amp;quot; is the same as the material used to create basic items (e.g. logs, boulders, bars, etc.)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;min-width:50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Item token&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || ARMORSTAND&lt;br /&gt;
|-&lt;br /&gt;
| Bag || BOX&lt;br /&gt;
|-&lt;br /&gt;
| Bed || BED&lt;br /&gt;
|-&lt;br /&gt;
| Box || BOX&lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || CABINET&lt;br /&gt;
|-&lt;br /&gt;
| Cage || CAGE&lt;br /&gt;
|-&lt;br /&gt;
| Chair || CHAIR&lt;br /&gt;
|-&lt;br /&gt;
| Chest ||rowspan=2| BOX&lt;br /&gt;
|-&lt;br /&gt;
| Coffer &amp;lt;!-- box (from above) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Coffin || COFFIN&lt;br /&gt;
|-&lt;br /&gt;
| Door || DOOR&lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || FLOODGATE&lt;br /&gt;
|-&lt;br /&gt;
| Grate || GRATE&lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || HATCH_COVER&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || TRAPPARTS&lt;br /&gt;
|-&lt;br /&gt;
| Slab || SLAB&lt;br /&gt;
|-&lt;br /&gt;
| Statue || STATUE&lt;br /&gt;
|-&lt;br /&gt;
| Table || TABLE&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || TRACTION_BENCH&lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || WEAPONRACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal products ==&lt;br /&gt;
=== Cloth/leather ===&lt;br /&gt;
* Yarn (creature must be able to produce wool):&lt;br /&gt;
 CLOTH CREATURE_MAT:''creature'':HAIR&lt;br /&gt;
* Silk (creature must be able to produce silk):&lt;br /&gt;
 CLOTH CREATURE_MAT:''creature'':SILK&lt;br /&gt;
* Plant fiber (only works with appropriate plants):&lt;br /&gt;
 CLOTH PLANT_MAT:''plant'':THREAD&lt;br /&gt;
* Leather (tanned):&lt;br /&gt;
 SKIN_TANNED CREATURE_MAT:''creature'':LEATHER&lt;br /&gt;
&lt;br /&gt;
=== Shells ===&lt;br /&gt;
* Shells (when demanded for moods, for example) are body parts and cannot be created directly. But it is possible to create a raw fish, then process it in a fishery:&lt;br /&gt;
 FISH_RAW ''creature'':''caste''&lt;br /&gt;
&lt;br /&gt;
== Plant products ==&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
* Create seeds for farming:&lt;br /&gt;
 SEEDS PLANT_MAT:''plant'':SEED&lt;br /&gt;
&lt;br /&gt;
= Materials =&lt;br /&gt;
Unusual materials that work for most items above&lt;br /&gt;
== Body parts ==&lt;br /&gt;
Format:&lt;br /&gt;
 ''item'' CREATURE_MAT:''creature'':{{tc|green|''material''}}&lt;br /&gt;
Valid materials:&lt;br /&gt;
* Edible&lt;br /&gt;
** MUSCLE&lt;br /&gt;
** EYE&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** BRAIN&lt;br /&gt;
** LUNG&lt;br /&gt;
** HEART&lt;br /&gt;
** LIVER&lt;br /&gt;
** GUT&lt;br /&gt;
** STOMACH&lt;br /&gt;
** GIZZARD&lt;br /&gt;
** PANCREAS&lt;br /&gt;
** SPLEEN&lt;br /&gt;
** KIDNEY&lt;br /&gt;
* Craftable&lt;br /&gt;
** BONE&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SHELL&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HOOF&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HORN&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** IVORY&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** TOOTH&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SILK&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HAIR&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt; (sometimes)&lt;br /&gt;
* Processable&lt;br /&gt;
** SKIN&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
*** LEATHER&lt;br /&gt;
** FAT&lt;br /&gt;
*** TALLOW&lt;br /&gt;
**** SOAP&lt;br /&gt;
** MILK&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
*** CHEESE&lt;br /&gt;
* Useless&lt;br /&gt;
** CHITIN&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
** CARTILAGE&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SPINE&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** NERVE&lt;br /&gt;
** SINEW&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** BLOOD&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** PUS&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** ICHOR&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** GOO&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** FEATHER&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SCALE&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** CLAW&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** NAIL&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** TALON&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - only present on standard creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - only present on chitinous creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - only present on some creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - missing from some creatures&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=212697</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=212697"/>
		<updated>2014-12-07T13:02:30Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Cloning the wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]&lt;br /&gt;
*[[User_talk:Briess/archive2|archive 2]]&lt;br /&gt;
*[[User_talk:Briess/archive3|archive 3]]&lt;br /&gt;
*[[User_talk:Briess/archive4|archive 4]]&lt;br /&gt;
*[[User_talk:Briess/archive5|archive 5]]&lt;br /&gt;
*[[User_talk:Briess/archive6|archive 6]]&lt;br /&gt;
}}&lt;br /&gt;
== Can't move [[:File:Fäden.png]] ==&lt;br /&gt;
&lt;br /&gt;
It's used on [[cv:thread]], but I can't seem to move it to a better title. I think it's because of the &amp;lt;s&amp;gt;accent&amp;lt;/s&amp;gt; umlaut - is there any way you can change its name manually in the database? ([[Wikipedia:mw:Manual:MoveBatch.php|This maintenance script]] should do the trick, but it requires a little setup and it might run into the same problem.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 13 March 2014 (UTC)&lt;br /&gt;
: I missed this. Where should this be moved to? I can give the script a try --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:35, 4 May 2014 (UTC)&lt;br /&gt;
::I was thinking something like [[:f:thread.png]] or [[:f:rope reed fiber thread.png]] would work. If not, I can always reupload it and delete the original (assuming that works). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:52, 4 May 2014 (UTC)&lt;br /&gt;
::: Oops, that was my file. I guess i should take it as reminder to label files something more accessible when they're intended for public use and not just my own stuff. --[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 14:31, 6 May 2014 (UTC)&lt;br /&gt;
::: Can't get the move to work. I'll have to play with the DB if I want to do that. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:39, 16 June 2014 (UTC)&lt;br /&gt;
:::: Might be because I already moved it. :) (Can't remember where at the moment, but it's on [[thread]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 16 June 2014 (UTC)&lt;br /&gt;
::::: Derp. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:49, 16 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Announcements &amp;quot;NEW&amp;quot; icon ==&lt;br /&gt;
&lt;br /&gt;
Can you please add an ID attribute to the red &amp;quot;NEW&amp;quot; message in the sidebar, so I can make it hidden? Thanks {{User:Latias1290/Sig/src|13:20|March 23, 2014}}&lt;br /&gt;
:Removed it, since it's clearly not &amp;quot;new&amp;quot; anymore. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:55, 23 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[:File:Old0c3822.png]] ==&lt;br /&gt;
&lt;br /&gt;
This file is missing, but is used on {{tl|old}} and has a history page: [https://dwarffortresswiki.org/index.php?title=File:Old0c3822.png&amp;amp;action=history]. Any idea what happened to it? (Other files appear to be unaffected.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:16, 4 May 2014 (UTC)&lt;br /&gt;
:No idea. Going to rebuild images now then --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::And it's back after a rebuild --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::Rebuilding images is now a cronjob that will run every 30 minutes on dfaux1 as well now --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:32, 4 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creature token page seems to be causing your server trouble ==&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2012:Creature_token comes up with a completely blank (like, about:blank blank) for me and pretty much everyone else I've asked about it. I can get the contents by pulling them from google's cache, but the site itself seems to refuse to let you load it. From experience as a webhost, this generally means that the page has encountered a critical error in its scripting, which it will dump in the error log instead of reporting to the user, for security reasons. I would suggest scouring your error logs. Don't know why this particular page is causing issues. [[Special:Contributions/74.67.17.69|74.67.17.69]] 07:23, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Probably a rendering time issue - the other versions load fine, but v0.31 takes the longest (I'm pretty sure the v0.34 page is the largest). Using action=raw also works. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 10:43, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, disabling AutoRedirect fixed this, so I'm currently disabling pieces of it to see what's causing the problem. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears that the TitleIsAlwaysKnown is the problem, presumably because it takes a lot of time to render on a large page like [[creature token]]. Unfortunately, this is the hook that makes links and searching work. I'll try making the extension skip section links, since they account for most of the links in that article and don't need to be handled at all. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:48, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
All right, that seems to have worked. The render time is back down to 1.2 seconds, which is pretty good for such a long page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:11, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Awesome, glad I could help. [[Special:Contributions/2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61|2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61]] 16:04, 7 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MWExceptions ==&lt;br /&gt;
&lt;br /&gt;
Greycat is having problems with editing (may be proxy-related again): http://www.bay12forums.com/smf/index.php?topic=139510.0 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:04, 20 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot is removing av template ==&lt;br /&gt;
&lt;br /&gt;
[http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 this edit is an example]. Just letting you know. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:39, 10 July 2014 (UTC)&lt;br /&gt;
:And it's deleting the stonelookup template too. [http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 example]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:41, 10 July 2014 (UTC)&lt;br /&gt;
::It looks like it searched for &amp;quot;&amp;lt;nowiki&amp;gt;{{quality|.*}}&amp;lt;/nowiki&amp;gt;&amp;quot; when doing the &amp;quot;remove quality&amp;quot; step, which ended up matching way too much. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:45, 10 July 2014 (UTC)&lt;br /&gt;
:::Working on a way to revert those using the bot but it will take a bit. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:06, 11 July 2014 (UTC)&lt;br /&gt;
::::I'll get them. I've been meaning to find an excuse to use AWB here. Cheers [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:47, 14 July 2014 (UTC)&lt;br /&gt;
:::::Awesome. Thanks! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 00:15, 15 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Server woes ==&lt;br /&gt;
&lt;br /&gt;
I can't insert {{tl|DF2014 plants/trees}} into {{tl|DF2014 plants}}; the server times out/fails to respond each time I try.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:15, 11 July 2014 (UTC)&lt;br /&gt;
: I'll take a look. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 11 July 2014 (UTC)&lt;br /&gt;
:: I'm guessing this is because AutoRedirect takes more time to render links to pages that don't exist, since it checks every versioned namespace before determining that a page doesn't exist. I'm not sure how to fix this yet, but it seems to me that either disabling the additional namespace checks in the template namespace or only enabling them in the main namespace could work. Any better ideas? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:25, 21 July 2014 (UTC)&lt;br /&gt;
::: I think it makes sense to only have the checks happen in the main namespace. We can discuss more on github if you want. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:27, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot confirm email address ==&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140530.0#msg5470497 It's been mentioned on the forum], and I thought I'd let you know here, since I see it too.&lt;br /&gt;
&lt;br /&gt;
When I went to the page to start the confirmation process, I was told the email had already been sent. After waiting quite a while without anything, I decided to ask for another email, and that's when I encountered this error:&lt;br /&gt;
&lt;br /&gt;
:Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
:Mailer returned: Unknown error in PHP's mail() function.&lt;br /&gt;
&lt;br /&gt;
Hopefully this will be an easy fix, sorry I don't have anything more specific for you to follow up on. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 00:00, 14 July 2014 (UTC)&lt;br /&gt;
:Thanks for the heads up. I'm aware of the issue but have not had the time yet to diagnose and fix - I am planning on spending some time with it this upcoming week. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:33, 14 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode redirect ==&lt;br /&gt;
&lt;br /&gt;
For some reason [[adventure mode]] redirects to the 0.34.11 adventurer mode page, so I went to see if I could change this. Apparently, it contains a redirect to [[adventurer mode]], which redirects to the DF2014 page. I'm not quite sure what's going on here, so I thought I should bring this up. It's perhaps related to why the [[adventure mode]] links in [[DF2014:Adventure mode quick start]] are red, which is why I was looking into it in the first place. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 23:07, 15 July 2014 (UTC)&lt;br /&gt;
:This should be fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:12, 21 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BriessBot ==&lt;br /&gt;
&lt;br /&gt;
Something is fishy with your unrating script. http://dwarffortresswiki.org/index.php?title=DF2014:Dolomite&amp;amp;diff=204130&amp;amp;oldid=202335 [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 22:07, 25 July 2014 (UTC)&lt;br /&gt;
: Derp. I'll have to look into fixing this. Although it may be easier to just fix it manually? Oh never mind there are A BAZILLION PAGES. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:23, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing image ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Seed0volcano.png]] (reported at [[Talk:Seed archive]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 29 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image brokenness ==&lt;br /&gt;
&lt;br /&gt;
Back in 2012, DrSazar added the poorly-named [http://dwarffortresswiki.org/index.php/File:Sperm.jpg [File:Sperm.jpg], a photograph of a sperm whale. At some point after May 2013 the photograph [http://dwarffortresswiki.org/index.php?title=DF2014:Sperm_whale&amp;amp;oldid=203603 changed into an image of actual sperm], presumably drawn from wikimedia commons. The wiki software shouldn't be losing images, or replacing local images with reference images. It's not the only image that [http://dwarffortresswiki.org/index.php/Thread seems to be missing], either.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:05, 16 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/images/c/c7/Sperm.jpg Sperm.jpg] is still on the servers (as is its thumbnail). [http://dwarffortresswiki.org/images/2/23/Dyed_thread.png Dyed_thread.png] is also on the servers, but its thumbnail appears to be missing. I'll try rebuilding the image table to see if that fixes anything. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:20, 16 November 2014 (UTC)&lt;br /&gt;
::Dyed_thread.png has been fixed. I'm still not sure what's wrong with Sperm.jpg - it's stored on the server, but Mediawiki doesn't seem to be recognizing it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:28, 16 November 2014 (UTC)&lt;br /&gt;
:::Mediawiki Commons has a history of being entirely dumb. I moved the page; I think it's possible that busting the thumbnails could theoretically fix it, but I'm not sure. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:40, 17 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cloning the wiki ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess! lethosor directed me here from IRC.&lt;br /&gt;
&lt;br /&gt;
Making the wiki available offline has been discussed before by many different people. [http://sebsauvage.net/wiki/doku.php?id=df_portable_wiki Some even manage] something almost useful. You've helped the situation by making the XML dumps available, however so much information in the wiki is locked behind templates that depend on custom PHP extensions to expand properly. I want to pick up this torch and produce something usable and useful for everyone.&lt;br /&gt;
&lt;br /&gt;
My plan is simple.&lt;br /&gt;
&lt;br /&gt;
# Massage the DF2014 namespace into a set of static HTML documents&lt;br /&gt;
# Bundle these documents in [http://kapeli.com/docsets the docset format]&lt;br /&gt;
# Release the docset in [http://kapeli.com/dash Dash] on OSX and [zealdocs.org Zeal] on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
Dash/Zeal provide fast instant search and they're designed for searching through sets of documents already.&lt;br /&gt;
&lt;br /&gt;
Step 1 is where all the work takes place of course. I want to do it in a way that is as light on the existing infrastructure as possible. Using the [http://dwarffortresswiki.org/api.php wiki's API] and the [https://www.mediawiki.org/wiki/API:Expandtemplates action:expandtemplates] feature, I can expand the XML dump into rendered HTML. But this is essentially scraping the wiki, which isn't good.&lt;br /&gt;
&lt;br /&gt;
Instead, I would like to setup my own instance of the wiki and run all the processing locally.&lt;br /&gt;
&lt;br /&gt;
'''So my question for you is''', can you kindly give the assets needed to setup a clone of the wiki? AFAIK, all I need to make a facsimile of the wiki is:&lt;br /&gt;
&lt;br /&gt;
# the custom CSS theme&lt;br /&gt;
# a list of extensions you have installed (and their source if necessary)&lt;br /&gt;
# anything else I don't know about that affects the content generation&lt;br /&gt;
&lt;br /&gt;
I noticed that some of the custom extensions are available [https://github.com/DF-Wiki on github], but is that all of them?&lt;br /&gt;
&lt;br /&gt;
Cheers, [[User:Rmblr|Rmblr]] ([[User talk:Rmblr|talk]])&lt;br /&gt;
&lt;br /&gt;
edit: - I forgot to mention images. I plan to support an image-less version of the docset at first that will load the images opportunistically if the internet is available. Eventually, if you don't mind, I'll fetch images in bulk from the wiki (respecting the cache and expiry headers of course).&lt;br /&gt;
&lt;br /&gt;
Briess - I was thinking of putting some of the settings we use on Github, like WMF's [http://noc.wikimedia.org/conf/highlight.php?file=InitialiseSettings.php InitialiseSettings.php]. Thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:40, 6 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rmblr - what custom CSS theme are you referring to? Aside from [[Mediawiki:Common.css]], I don't believe we've made any modifications to the Vector theme. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 6 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lethosor - I assumed you were using some custom CSS to display things like ASCII tiles, stone infoboxes, etc. Is that not the case? [[User:Rmblr|Rmblr]] ([[User talk:Rmblr|talk]])&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=212678</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=212678"/>
		<updated>2014-12-05T12:26:29Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Cloning the wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]&lt;br /&gt;
*[[User_talk:Briess/archive2|archive 2]]&lt;br /&gt;
*[[User_talk:Briess/archive3|archive 3]]&lt;br /&gt;
*[[User_talk:Briess/archive4|archive 4]]&lt;br /&gt;
*[[User_talk:Briess/archive5|archive 5]]&lt;br /&gt;
*[[User_talk:Briess/archive6|archive 6]]&lt;br /&gt;
}}&lt;br /&gt;
== Can't move [[:File:Fäden.png]] ==&lt;br /&gt;
&lt;br /&gt;
It's used on [[cv:thread]], but I can't seem to move it to a better title. I think it's because of the &amp;lt;s&amp;gt;accent&amp;lt;/s&amp;gt; umlaut - is there any way you can change its name manually in the database? ([[Wikipedia:mw:Manual:MoveBatch.php|This maintenance script]] should do the trick, but it requires a little setup and it might run into the same problem.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 13 March 2014 (UTC)&lt;br /&gt;
: I missed this. Where should this be moved to? I can give the script a try --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:35, 4 May 2014 (UTC)&lt;br /&gt;
::I was thinking something like [[:f:thread.png]] or [[:f:rope reed fiber thread.png]] would work. If not, I can always reupload it and delete the original (assuming that works). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:52, 4 May 2014 (UTC)&lt;br /&gt;
::: Oops, that was my file. I guess i should take it as reminder to label files something more accessible when they're intended for public use and not just my own stuff. --[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 14:31, 6 May 2014 (UTC)&lt;br /&gt;
::: Can't get the move to work. I'll have to play with the DB if I want to do that. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:39, 16 June 2014 (UTC)&lt;br /&gt;
:::: Might be because I already moved it. :) (Can't remember where at the moment, but it's on [[thread]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 16 June 2014 (UTC)&lt;br /&gt;
::::: Derp. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:49, 16 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Announcements &amp;quot;NEW&amp;quot; icon ==&lt;br /&gt;
&lt;br /&gt;
Can you please add an ID attribute to the red &amp;quot;NEW&amp;quot; message in the sidebar, so I can make it hidden? Thanks {{User:Latias1290/Sig/src|13:20|March 23, 2014}}&lt;br /&gt;
:Removed it, since it's clearly not &amp;quot;new&amp;quot; anymore. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:55, 23 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[:File:Old0c3822.png]] ==&lt;br /&gt;
&lt;br /&gt;
This file is missing, but is used on {{tl|old}} and has a history page: [https://dwarffortresswiki.org/index.php?title=File:Old0c3822.png&amp;amp;action=history]. Any idea what happened to it? (Other files appear to be unaffected.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:16, 4 May 2014 (UTC)&lt;br /&gt;
:No idea. Going to rebuild images now then --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::And it's back after a rebuild --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::Rebuilding images is now a cronjob that will run every 30 minutes on dfaux1 as well now --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:32, 4 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creature token page seems to be causing your server trouble ==&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2012:Creature_token comes up with a completely blank (like, about:blank blank) for me and pretty much everyone else I've asked about it. I can get the contents by pulling them from google's cache, but the site itself seems to refuse to let you load it. From experience as a webhost, this generally means that the page has encountered a critical error in its scripting, which it will dump in the error log instead of reporting to the user, for security reasons. I would suggest scouring your error logs. Don't know why this particular page is causing issues. [[Special:Contributions/74.67.17.69|74.67.17.69]] 07:23, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Probably a rendering time issue - the other versions load fine, but v0.31 takes the longest (I'm pretty sure the v0.34 page is the largest). Using action=raw also works. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 10:43, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, disabling AutoRedirect fixed this, so I'm currently disabling pieces of it to see what's causing the problem. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears that the TitleIsAlwaysKnown is the problem, presumably because it takes a lot of time to render on a large page like [[creature token]]. Unfortunately, this is the hook that makes links and searching work. I'll try making the extension skip section links, since they account for most of the links in that article and don't need to be handled at all. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:48, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
All right, that seems to have worked. The render time is back down to 1.2 seconds, which is pretty good for such a long page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:11, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Awesome, glad I could help. [[Special:Contributions/2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61|2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61]] 16:04, 7 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MWExceptions ==&lt;br /&gt;
&lt;br /&gt;
Greycat is having problems with editing (may be proxy-related again): http://www.bay12forums.com/smf/index.php?topic=139510.0 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:04, 20 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot is removing av template ==&lt;br /&gt;
&lt;br /&gt;
[http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 this edit is an example]. Just letting you know. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:39, 10 July 2014 (UTC)&lt;br /&gt;
:And it's deleting the stonelookup template too. [http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 example]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:41, 10 July 2014 (UTC)&lt;br /&gt;
::It looks like it searched for &amp;quot;&amp;lt;nowiki&amp;gt;{{quality|.*}}&amp;lt;/nowiki&amp;gt;&amp;quot; when doing the &amp;quot;remove quality&amp;quot; step, which ended up matching way too much. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:45, 10 July 2014 (UTC)&lt;br /&gt;
:::Working on a way to revert those using the bot but it will take a bit. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:06, 11 July 2014 (UTC)&lt;br /&gt;
::::I'll get them. I've been meaning to find an excuse to use AWB here. Cheers [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:47, 14 July 2014 (UTC)&lt;br /&gt;
:::::Awesome. Thanks! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 00:15, 15 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Server woes ==&lt;br /&gt;
&lt;br /&gt;
I can't insert {{tl|DF2014 plants/trees}} into {{tl|DF2014 plants}}; the server times out/fails to respond each time I try.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:15, 11 July 2014 (UTC)&lt;br /&gt;
: I'll take a look. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 11 July 2014 (UTC)&lt;br /&gt;
:: I'm guessing this is because AutoRedirect takes more time to render links to pages that don't exist, since it checks every versioned namespace before determining that a page doesn't exist. I'm not sure how to fix this yet, but it seems to me that either disabling the additional namespace checks in the template namespace or only enabling them in the main namespace could work. Any better ideas? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:25, 21 July 2014 (UTC)&lt;br /&gt;
::: I think it makes sense to only have the checks happen in the main namespace. We can discuss more on github if you want. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:27, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot confirm email address ==&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140530.0#msg5470497 It's been mentioned on the forum], and I thought I'd let you know here, since I see it too.&lt;br /&gt;
&lt;br /&gt;
When I went to the page to start the confirmation process, I was told the email had already been sent. After waiting quite a while without anything, I decided to ask for another email, and that's when I encountered this error:&lt;br /&gt;
&lt;br /&gt;
:Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
:Mailer returned: Unknown error in PHP's mail() function.&lt;br /&gt;
&lt;br /&gt;
Hopefully this will be an easy fix, sorry I don't have anything more specific for you to follow up on. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 00:00, 14 July 2014 (UTC)&lt;br /&gt;
:Thanks for the heads up. I'm aware of the issue but have not had the time yet to diagnose and fix - I am planning on spending some time with it this upcoming week. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:33, 14 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode redirect ==&lt;br /&gt;
&lt;br /&gt;
For some reason [[adventure mode]] redirects to the 0.34.11 adventurer mode page, so I went to see if I could change this. Apparently, it contains a redirect to [[adventurer mode]], which redirects to the DF2014 page. I'm not quite sure what's going on here, so I thought I should bring this up. It's perhaps related to why the [[adventure mode]] links in [[DF2014:Adventure mode quick start]] are red, which is why I was looking into it in the first place. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 23:07, 15 July 2014 (UTC)&lt;br /&gt;
:This should be fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:12, 21 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BriessBot ==&lt;br /&gt;
&lt;br /&gt;
Something is fishy with your unrating script. http://dwarffortresswiki.org/index.php?title=DF2014:Dolomite&amp;amp;diff=204130&amp;amp;oldid=202335 [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 22:07, 25 July 2014 (UTC)&lt;br /&gt;
: Derp. I'll have to look into fixing this. Although it may be easier to just fix it manually? Oh never mind there are A BAZILLION PAGES. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:23, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing image ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Seed0volcano.png]] (reported at [[Talk:Seed archive]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 29 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image brokenness ==&lt;br /&gt;
&lt;br /&gt;
Back in 2012, DrSazar added the poorly-named [http://dwarffortresswiki.org/index.php/File:Sperm.jpg [File:Sperm.jpg], a photograph of a sperm whale. At some point after May 2013 the photograph [http://dwarffortresswiki.org/index.php?title=DF2014:Sperm_whale&amp;amp;oldid=203603 changed into an image of actual sperm], presumably drawn from wikimedia commons. The wiki software shouldn't be losing images, or replacing local images with reference images. It's not the only image that [http://dwarffortresswiki.org/index.php/Thread seems to be missing], either.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:05, 16 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/images/c/c7/Sperm.jpg Sperm.jpg] is still on the servers (as is its thumbnail). [http://dwarffortresswiki.org/images/2/23/Dyed_thread.png Dyed_thread.png] is also on the servers, but its thumbnail appears to be missing. I'll try rebuilding the image table to see if that fixes anything. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:20, 16 November 2014 (UTC)&lt;br /&gt;
::Dyed_thread.png has been fixed. I'm still not sure what's wrong with Sperm.jpg - it's stored on the server, but Mediawiki doesn't seem to be recognizing it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:28, 16 November 2014 (UTC)&lt;br /&gt;
:::Mediawiki Commons has a history of being entirely dumb. I moved the page; I think it's possible that busting the thumbnails could theoretically fix it, but I'm not sure. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:40, 17 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cloning the wiki ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess! lethosor directed me here from IRC.&lt;br /&gt;
&lt;br /&gt;
Making the wiki available offline has been discussed before by many different people. [http://sebsauvage.net/wiki/doku.php?id=df_portable_wiki Some even manage] something almost useful. You've helped the situation by making the XML dumps available, however so much information in the wiki is locked behind templates that depend on custom PHP extensions to expand properly. I want to pick up this torch and produce something usable and useful for everyone.&lt;br /&gt;
&lt;br /&gt;
My plan is simple.&lt;br /&gt;
&lt;br /&gt;
# Massage the DF2014 namespace into a set of static HTML documents&lt;br /&gt;
# Bundle these documents in [http://kapeli.com/docsets the docset format]&lt;br /&gt;
# Release the docset in [http://kapeli.com/dash Dash] on OSX and [zealdocs.org Zeal] on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
Dash/Zeal provide fast instant search and they're designed for searching through sets of documents already.&lt;br /&gt;
&lt;br /&gt;
Step 1 is where all the work takes place of course. I want to do it in a way that is as light on the existing infrastructure as possible. Using the [http://dwarffortresswiki.org/api.php wiki's API] and the [https://www.mediawiki.org/wiki/API:Expandtemplates action:expandtemplates] feature, I can expand the XML dump into rendered HTML. But this is essentially scraping the wiki, which isn't good.&lt;br /&gt;
&lt;br /&gt;
Instead, I would like to setup my own instance of the wiki and run all the processing locally.&lt;br /&gt;
&lt;br /&gt;
'''So my question for you is''', can you kindly give the assets needed to setup a clone of the wiki? AFAIK, all I need to make a facsimile of the wiki is:&lt;br /&gt;
&lt;br /&gt;
# the custom CSS theme&lt;br /&gt;
# a list of extensions you have installed (and their source if necessary)&lt;br /&gt;
# anything else I don't know about that affects the content generation&lt;br /&gt;
&lt;br /&gt;
I noticed that some of the custom extensions are available [https://github.com/DF-Wiki on github], but is that all of them?&lt;br /&gt;
&lt;br /&gt;
Cheers, [[User:Rmblr|Rmblr]] ([[User talk:Rmblr|talk]])&lt;br /&gt;
&lt;br /&gt;
edit: - I forgot to mention images. I plan to support an image-less version of the docset at first that will load the images opportunistically if the internet is available. Eventually, if you don't mind, I'll fetch images in bulk from the wiki (respecting the cache and expiry headers of course).&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=212677</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=212677"/>
		<updated>2014-12-05T12:18:50Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Cloning the wiki */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]&lt;br /&gt;
*[[User_talk:Briess/archive2|archive 2]]&lt;br /&gt;
*[[User_talk:Briess/archive3|archive 3]]&lt;br /&gt;
*[[User_talk:Briess/archive4|archive 4]]&lt;br /&gt;
*[[User_talk:Briess/archive5|archive 5]]&lt;br /&gt;
*[[User_talk:Briess/archive6|archive 6]]&lt;br /&gt;
}}&lt;br /&gt;
== Can't move [[:File:Fäden.png]] ==&lt;br /&gt;
&lt;br /&gt;
It's used on [[cv:thread]], but I can't seem to move it to a better title. I think it's because of the &amp;lt;s&amp;gt;accent&amp;lt;/s&amp;gt; umlaut - is there any way you can change its name manually in the database? ([[Wikipedia:mw:Manual:MoveBatch.php|This maintenance script]] should do the trick, but it requires a little setup and it might run into the same problem.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 13 March 2014 (UTC)&lt;br /&gt;
: I missed this. Where should this be moved to? I can give the script a try --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:35, 4 May 2014 (UTC)&lt;br /&gt;
::I was thinking something like [[:f:thread.png]] or [[:f:rope reed fiber thread.png]] would work. If not, I can always reupload it and delete the original (assuming that works). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:52, 4 May 2014 (UTC)&lt;br /&gt;
::: Oops, that was my file. I guess i should take it as reminder to label files something more accessible when they're intended for public use and not just my own stuff. --[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 14:31, 6 May 2014 (UTC)&lt;br /&gt;
::: Can't get the move to work. I'll have to play with the DB if I want to do that. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:39, 16 June 2014 (UTC)&lt;br /&gt;
:::: Might be because I already moved it. :) (Can't remember where at the moment, but it's on [[thread]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 16 June 2014 (UTC)&lt;br /&gt;
::::: Derp. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:49, 16 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Announcements &amp;quot;NEW&amp;quot; icon ==&lt;br /&gt;
&lt;br /&gt;
Can you please add an ID attribute to the red &amp;quot;NEW&amp;quot; message in the sidebar, so I can make it hidden? Thanks {{User:Latias1290/Sig/src|13:20|March 23, 2014}}&lt;br /&gt;
:Removed it, since it's clearly not &amp;quot;new&amp;quot; anymore. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:55, 23 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[:File:Old0c3822.png]] ==&lt;br /&gt;
&lt;br /&gt;
This file is missing, but is used on {{tl|old}} and has a history page: [https://dwarffortresswiki.org/index.php?title=File:Old0c3822.png&amp;amp;action=history]. Any idea what happened to it? (Other files appear to be unaffected.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:16, 4 May 2014 (UTC)&lt;br /&gt;
:No idea. Going to rebuild images now then --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::And it's back after a rebuild --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::Rebuilding images is now a cronjob that will run every 30 minutes on dfaux1 as well now --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:32, 4 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creature token page seems to be causing your server trouble ==&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2012:Creature_token comes up with a completely blank (like, about:blank blank) for me and pretty much everyone else I've asked about it. I can get the contents by pulling them from google's cache, but the site itself seems to refuse to let you load it. From experience as a webhost, this generally means that the page has encountered a critical error in its scripting, which it will dump in the error log instead of reporting to the user, for security reasons. I would suggest scouring your error logs. Don't know why this particular page is causing issues. [[Special:Contributions/74.67.17.69|74.67.17.69]] 07:23, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Probably a rendering time issue - the other versions load fine, but v0.31 takes the longest (I'm pretty sure the v0.34 page is the largest). Using action=raw also works. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 10:43, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, disabling AutoRedirect fixed this, so I'm currently disabling pieces of it to see what's causing the problem. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears that the TitleIsAlwaysKnown is the problem, presumably because it takes a lot of time to render on a large page like [[creature token]]. Unfortunately, this is the hook that makes links and searching work. I'll try making the extension skip section links, since they account for most of the links in that article and don't need to be handled at all. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:48, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
All right, that seems to have worked. The render time is back down to 1.2 seconds, which is pretty good for such a long page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:11, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Awesome, glad I could help. [[Special:Contributions/2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61|2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61]] 16:04, 7 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MWExceptions ==&lt;br /&gt;
&lt;br /&gt;
Greycat is having problems with editing (may be proxy-related again): http://www.bay12forums.com/smf/index.php?topic=139510.0 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:04, 20 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot is removing av template ==&lt;br /&gt;
&lt;br /&gt;
[http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 this edit is an example]. Just letting you know. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:39, 10 July 2014 (UTC)&lt;br /&gt;
:And it's deleting the stonelookup template too. [http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 example]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:41, 10 July 2014 (UTC)&lt;br /&gt;
::It looks like it searched for &amp;quot;&amp;lt;nowiki&amp;gt;{{quality|.*}}&amp;lt;/nowiki&amp;gt;&amp;quot; when doing the &amp;quot;remove quality&amp;quot; step, which ended up matching way too much. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:45, 10 July 2014 (UTC)&lt;br /&gt;
:::Working on a way to revert those using the bot but it will take a bit. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:06, 11 July 2014 (UTC)&lt;br /&gt;
::::I'll get them. I've been meaning to find an excuse to use AWB here. Cheers [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:47, 14 July 2014 (UTC)&lt;br /&gt;
:::::Awesome. Thanks! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 00:15, 15 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Server woes ==&lt;br /&gt;
&lt;br /&gt;
I can't insert {{tl|DF2014 plants/trees}} into {{tl|DF2014 plants}}; the server times out/fails to respond each time I try.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:15, 11 July 2014 (UTC)&lt;br /&gt;
: I'll take a look. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 11 July 2014 (UTC)&lt;br /&gt;
:: I'm guessing this is because AutoRedirect takes more time to render links to pages that don't exist, since it checks every versioned namespace before determining that a page doesn't exist. I'm not sure how to fix this yet, but it seems to me that either disabling the additional namespace checks in the template namespace or only enabling them in the main namespace could work. Any better ideas? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:25, 21 July 2014 (UTC)&lt;br /&gt;
::: I think it makes sense to only have the checks happen in the main namespace. We can discuss more on github if you want. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:27, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot confirm email address ==&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140530.0#msg5470497 It's been mentioned on the forum], and I thought I'd let you know here, since I see it too.&lt;br /&gt;
&lt;br /&gt;
When I went to the page to start the confirmation process, I was told the email had already been sent. After waiting quite a while without anything, I decided to ask for another email, and that's when I encountered this error:&lt;br /&gt;
&lt;br /&gt;
:Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
:Mailer returned: Unknown error in PHP's mail() function.&lt;br /&gt;
&lt;br /&gt;
Hopefully this will be an easy fix, sorry I don't have anything more specific for you to follow up on. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 00:00, 14 July 2014 (UTC)&lt;br /&gt;
:Thanks for the heads up. I'm aware of the issue but have not had the time yet to diagnose and fix - I am planning on spending some time with it this upcoming week. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:33, 14 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode redirect ==&lt;br /&gt;
&lt;br /&gt;
For some reason [[adventure mode]] redirects to the 0.34.11 adventurer mode page, so I went to see if I could change this. Apparently, it contains a redirect to [[adventurer mode]], which redirects to the DF2014 page. I'm not quite sure what's going on here, so I thought I should bring this up. It's perhaps related to why the [[adventure mode]] links in [[DF2014:Adventure mode quick start]] are red, which is why I was looking into it in the first place. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 23:07, 15 July 2014 (UTC)&lt;br /&gt;
:This should be fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:12, 21 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BriessBot ==&lt;br /&gt;
&lt;br /&gt;
Something is fishy with your unrating script. http://dwarffortresswiki.org/index.php?title=DF2014:Dolomite&amp;amp;diff=204130&amp;amp;oldid=202335 [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 22:07, 25 July 2014 (UTC)&lt;br /&gt;
: Derp. I'll have to look into fixing this. Although it may be easier to just fix it manually? Oh never mind there are A BAZILLION PAGES. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:23, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing image ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Seed0volcano.png]] (reported at [[Talk:Seed archive]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 29 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image brokenness ==&lt;br /&gt;
&lt;br /&gt;
Back in 2012, DrSazar added the poorly-named [http://dwarffortresswiki.org/index.php/File:Sperm.jpg [File:Sperm.jpg], a photograph of a sperm whale. At some point after May 2013 the photograph [http://dwarffortresswiki.org/index.php?title=DF2014:Sperm_whale&amp;amp;oldid=203603 changed into an image of actual sperm], presumably drawn from wikimedia commons. The wiki software shouldn't be losing images, or replacing local images with reference images. It's not the only image that [http://dwarffortresswiki.org/index.php/Thread seems to be missing], either.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:05, 16 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/images/c/c7/Sperm.jpg Sperm.jpg] is still on the servers (as is its thumbnail). [http://dwarffortresswiki.org/images/2/23/Dyed_thread.png Dyed_thread.png] is also on the servers, but its thumbnail appears to be missing. I'll try rebuilding the image table to see if that fixes anything. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:20, 16 November 2014 (UTC)&lt;br /&gt;
::Dyed_thread.png has been fixed. I'm still not sure what's wrong with Sperm.jpg - it's stored on the server, but Mediawiki doesn't seem to be recognizing it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:28, 16 November 2014 (UTC)&lt;br /&gt;
:::Mediawiki Commons has a history of being entirely dumb. I moved the page; I think it's possible that busting the thumbnails could theoretically fix it, but I'm not sure. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:40, 17 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cloning the wiki ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess! lethosor directed me here from IRC.&lt;br /&gt;
&lt;br /&gt;
Making the wiki available offline has been discussed before by many different people. [http://sebsauvage.net/wiki/doku.php?id=df_portable_wiki Some even manage] something almost useful. You've helped the situation by making the XML dumps available, however so much information in the wiki is locked behind templates that depend on custom PHP extensions to expand properly. I want to pick up this torch and produce something usable and useful for everyone.&lt;br /&gt;
&lt;br /&gt;
My plan is simple.&lt;br /&gt;
&lt;br /&gt;
# Massage the DF2014 namespace into a set of static HTML documents&lt;br /&gt;
# Bundle these documents in [http://kapeli.com/docsets the docset format]&lt;br /&gt;
# Release the docset in [http://kapeli.com/dash Dash] on OSX and [zealdocs.org Zeal] on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
Dash/Zeal provide fast instant search and they're designed for searching through sets of documents already.&lt;br /&gt;
&lt;br /&gt;
Step 1 is where all the work takes place of course. I want to do it in a way that is as light on the existing infrastructure as possible. Using the [http://dwarffortresswiki.org/api.php wiki's API] and the [https://www.mediawiki.org/wiki/API:Expandtemplates action:expandtemplates] feature, I can expand the XML dump into rendered HTML. But this is essentially scraping the wiki, which isn't good.&lt;br /&gt;
&lt;br /&gt;
Instead, I would like to setup my own instance of the wiki and run all the processing locally.&lt;br /&gt;
&lt;br /&gt;
'''So my question for you is''', can you kindly give the assets needed to setup a clone of the wiki? AFAIK, all I need to make a facsimile of the wiki is:&lt;br /&gt;
&lt;br /&gt;
# the custom CSS theme&lt;br /&gt;
# a list of extensions you have installed (and their source if necessary)&lt;br /&gt;
# anything else I don't know about that affects the content generation&lt;br /&gt;
&lt;br /&gt;
I noticed that some of the custom extensions are available [https://github.com/DF-Wiki on github], but is that all of them?&lt;br /&gt;
&lt;br /&gt;
Cheers, [[User:Rmblr|Rmblr]] ([[User talk:Rmblr|talk]])&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rmblr&amp;diff=212676</id>
		<title>User talk:Rmblr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rmblr&amp;diff=212676"/>
		<updated>2014-12-05T12:14:34Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Created page with &amp;quot;Contact me here, if I don't respond after some time ping me on twitter @Ramblurr.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact me here, if I don't respond after some time ping me on twitter @Ramblurr.&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Rmblr&amp;diff=212675</id>
		<title>User:Rmblr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Rmblr&amp;diff=212675"/>
		<updated>2014-12-05T12:14:05Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Created page with &amp;quot;Hello. I'm Rmblr, or Ramblurr.  I do dwarfy things. Sometimes [https://github.com/ramblurr/ on my github]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello. I'm Rmblr, or Ramblurr.&lt;br /&gt;
&lt;br /&gt;
I do dwarfy things. Sometimes [https://github.com/ramblurr/ on my github]&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Grazing&amp;diff=212648</id>
		<title>DF2014:Grazing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Grazing&amp;diff=212648"/>
		<updated>2014-12-04T14:08:15Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: redirect to grazer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Grazer]]&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cavy&amp;diff=212647</id>
		<title>Cavy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cavy&amp;diff=212647"/>
		<updated>2014-12-04T13:14:31Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: add male/female names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|skull=1&lt;br /&gt;
|wiki=yes|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cavies''', more commonly known as '''guinea pigs''', are small domestic animals that can also be found roaming tropical plains. While not usable as livestock, they may make decent pets. Unclaimed tame cavies will require a [[pasture]]. The males of the species are known as boars, the females are sows, and the children are pups.&lt;br /&gt;
&lt;br /&gt;
Cavies make excellent live-bait in place of cats if you want your bait to survive. They are quite agile and because of their small size, larger creatures such as forgotten beasts have trouble landing a proper attack on them, with many attacks simply glancing off.&lt;br /&gt;
&lt;br /&gt;
[[File:Cavia (8704661563).jpg|thumb|400px|center|Admired for their ''three toes'' and ''adorable call'']]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=212645</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=212645"/>
		<updated>2014-12-04T11:45:04Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: add jobs priorities quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line between the &amp;amp;lt;includeonly&amp;gt; and &amp;amp;lt;/includeonly&amp;gt; tags.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- Toady One&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- Toady One&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- Toady One&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=212644</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=212644"/>
		<updated>2014-12-04T11:42:58Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: added webcomic link to get more exposure&lt;/p&gt;
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[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
{{quick download}}&lt;br /&gt;
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[[Quickstart guide|Fortress Mode Tutorial]]&lt;br /&gt;
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[[Adventure mode quick start|Adventure Mode Tutorial]]&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''Reference Pages'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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[[Adventure mode]]&lt;br /&gt;
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[[Dwarf fortress mode|Fortress Mode]]&lt;br /&gt;
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[[Design strategies]]&lt;br /&gt;
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[[Farming]]&lt;br /&gt;
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[[Military]]&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Dwarf|Dwarves]]&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''Other / [[Mods]]'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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[[Bloodline games]]&lt;br /&gt;
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[[Cheating]]&lt;br /&gt;
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[[Known bugs and issues|Known Bugs]]&lt;br /&gt;
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[[Framerate]]&lt;br /&gt;
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[[Modding Guide]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Masterwork:Main Page|Masterwork DF]]&lt;br /&gt;
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[[Tilesets]]&lt;br /&gt;
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[[Utilities]]&lt;br /&gt;
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[[Technical tricks]]&lt;br /&gt;
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[[Dwarf Fortress webcomics]]&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=212643</id>
		<title>Dwarf Fortress webcomics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=212643"/>
		<updated>2014-12-04T11:39:45Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: add dead section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]&lt;br /&gt;
&lt;br /&gt;
==Graphic Sagas==&lt;br /&gt;
&lt;br /&gt;
===Bronzemurder===&lt;br /&gt;
[[Bronzemurder]] is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a [[forgotten beast]].&lt;br /&gt;
&lt;br /&gt;
===Oilfurnace===&lt;br /&gt;
[http://oilfurnace.timdenee.com/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.&lt;br /&gt;
&lt;br /&gt;
==Ongoing Dwarf Fortress Webcomics==&lt;br /&gt;
Ongoing webcomics primarily about Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Revenge of the FUN===&lt;br /&gt;
[http://rotf.thecomicseries.com/ Revenge of the FUN] is a recently rebirthed comic series with an outrageous and ever-growing plot line.&lt;br /&gt;
&lt;br /&gt;
===The Chronicles of Boatmurdered===&lt;br /&gt;
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and stopped unfinished in may 2010.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Fortress: Histories of...*===&lt;br /&gt;
[http://dfstory.thecomicseries.com/comics/1/ Dwarf Fortress: Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and updates irregularly. May or may not be dead&lt;br /&gt;
&lt;br /&gt;
===Dwarven Trail===&lt;br /&gt;
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&amp;amp;chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular [[Graphics set repository|Dwarf Fortress graphic sets]]. It follows the journey and establishment of a new fortress. [[Urist]] is a recurring character.&lt;br /&gt;
&lt;br /&gt;
===Effigies===&lt;br /&gt;
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and was ongoing, updating on a rough weekly schedule. It currently lays dormant.&lt;br /&gt;
&lt;br /&gt;
===KittyProblem===&lt;br /&gt;
http://df-kittyproblem.smackjeeves.com/     Short comic created by two brothers about the dangers of [[catsplosion]]. Story began at 2nd Sep.&lt;br /&gt;
&lt;br /&gt;
==One-Off Dwarf Fortress Webcomics==&lt;br /&gt;
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.&lt;br /&gt;
&lt;br /&gt;
===I'm Not Mad===&lt;br /&gt;
A 3D model comic with three Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever],[http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music], and [http://www.notmadcomic.com/2010/12/31/dwarf-fortress-suspicion/ Dwarf Fortress: Suspicion]. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
===Irritability===&lt;br /&gt;
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the [[Goblin]] menace.&lt;br /&gt;
&lt;br /&gt;
===Nerfnow===&lt;br /&gt;
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]&lt;br /&gt;
&lt;br /&gt;
===twistedspeedo===&lt;br /&gt;
Created this comic about the game's motto, &amp;quot;losing is fun&amp;quot; : http://twistedspeedo.com/?p=478&lt;br /&gt;
&lt;br /&gt;
===Three Panel Soul===&lt;br /&gt;
[[File:Dorf.jpg|208px|thumb|right|3PS Dorf T-shirt]]&lt;br /&gt;
&lt;br /&gt;
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com/2008/04/21/on-dwarven-fortresses/ On Dwarven Fortresses], [http://threepanelsoul.com/2008/05/12/on-trade-goods/ On Trade Goods], [http://threepanelsoul.com/2009/07/21/on-mixed-economies/ On Mixed Economies], and [http://threepanelsoul.com/2010/04/06/on-learning-curve/ On Learning Curve]. The first three comics deal with typical Dwarf Fortress [[fun]], such as [[catsplosion]], stereotypical Dwarf literal-mindedness, and the [[Dwarven economy]].  The fourth concerns a new player's introduction to the game.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress comics were so popular, they spawned a related t-shirt (see picture on right).&lt;br /&gt;
===[ENGRAVERY:MISGUIDED]===&lt;br /&gt;
A series of one-off, irregularly updated panel-style comics using altered ASCII graphics.&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-noble-mandates.html Noble Mandates]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-selecting-site.html Selecting a Site]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-artifact-rope.html Artifact Rope]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-send-in-clowns.html Send in the Clowns]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-creepy-forest.html Creepy Forest]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/04/engraverymisguided-noble-rain.html Noble Rain]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-and-dwarf-road-song.html Interrupted by Peacock] &amp;amp; Dwarf Road Song&lt;br /&gt;
&lt;br /&gt;
==Individual Webcomics==&lt;br /&gt;
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!&lt;br /&gt;
&lt;br /&gt;
===cdawg===&lt;br /&gt;
Created a brief comic episode about [[fell mood]]s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]&lt;br /&gt;
&lt;br /&gt;
===Lord Licorice===&lt;br /&gt;
Creates comics based around the Dwarf Fortress [[List of mods#Kobold Camp|mod Kobold camp]], mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].&lt;br /&gt;
&lt;br /&gt;
===Ran===&lt;br /&gt;
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].&lt;br /&gt;
&lt;br /&gt;
===Valcan===&lt;br /&gt;
Created this comic about the [[Bronze colossus]]: [http://i39.tinypic.com/258xf2w.jpg 1].&lt;br /&gt;
&lt;br /&gt;
===Unknown Creator===&lt;br /&gt;
An awesome comic about [[fun]]: [http://i.imgur.com/mHXiz.png 1].&lt;br /&gt;
&lt;br /&gt;
A comic about [[Elf]] diplomacy: [http://i.imgur.com/I2Stz.jpg 2].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Some comics&amp;quot;&amp;gt;&lt;br /&gt;
File:1235703760028.png|First time DF player.&lt;br /&gt;
File:Comic df3.png|DF has many types of players.&lt;br /&gt;
File:Comic df4.gif&lt;br /&gt;
File:Comic df5.png&lt;br /&gt;
File:Dwarf-Fortress Poster.jpg&lt;br /&gt;
File:FunComic.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defeated Webcomics==&lt;br /&gt;
&lt;br /&gt;
These are links to comics that once were, but now are not. They are lost in the grate wasteland of The Barren 404 Desert.&lt;br /&gt;
&lt;br /&gt;
===PixelPainted===&lt;br /&gt;
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.&lt;br /&gt;
&lt;br /&gt;
'''Dead:''' December 2014&lt;br /&gt;
&lt;br /&gt;
===Strike the Earth!===&lt;br /&gt;
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife.&lt;br /&gt;
&lt;br /&gt;
'''Dead:''' December 2014&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
&lt;br /&gt;
* [[List of Dwarf Fortress references]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=212642</id>
		<title>Dwarf Fortress webcomics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=212642"/>
		<updated>2014-12-04T11:35:25Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* KittyProblem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]&lt;br /&gt;
&lt;br /&gt;
==Graphic Sagas==&lt;br /&gt;
&lt;br /&gt;
===Bronzemurder===&lt;br /&gt;
[[Bronzemurder]] is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a [[forgotten beast]].&lt;br /&gt;
&lt;br /&gt;
===Oilfurnace===&lt;br /&gt;
[http://oilfurnace.timdenee.com/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.&lt;br /&gt;
&lt;br /&gt;
==Ongoing Dwarf Fortress Webcomics==&lt;br /&gt;
Ongoing webcomics primarily about Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Revenge of the FUN===&lt;br /&gt;
[http://rotf.thecomicseries.com/ Revenge of the FUN] is a recently rebirthed comic series with an outrageous and ever-growing plot line.&lt;br /&gt;
&lt;br /&gt;
===The Chronicles of Boatmurdered===&lt;br /&gt;
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and stopped unfinished in may 2010.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Fortress: Histories of...*===&lt;br /&gt;
[http://dfstory.thecomicseries.com/comics/1/ Dwarf Fortress: Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and updates irregularly. May or may not be dead&lt;br /&gt;
&lt;br /&gt;
===Dwarven Trail===&lt;br /&gt;
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&amp;amp;chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular [[Graphics set repository|Dwarf Fortress graphic sets]]. It follows the journey and establishment of a new fortress. [[Urist]] is a recurring character.&lt;br /&gt;
&lt;br /&gt;
===Effigies===&lt;br /&gt;
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and was ongoing, updating on a rough weekly schedule. It currently lays dormant.&lt;br /&gt;
&lt;br /&gt;
===PixelPainted===&lt;br /&gt;
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.&lt;br /&gt;
&lt;br /&gt;
'''Warning: As of December 2014, this URL is dead.'''&lt;br /&gt;
&lt;br /&gt;
===Strike the Earth!===&lt;br /&gt;
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife.&lt;br /&gt;
&lt;br /&gt;
===KittyProblem===&lt;br /&gt;
http://df-kittyproblem.smackjeeves.com/     Short comic created by two brothers about the dangers of [[catsplosion]]. Story began at 2nd Sep.&lt;br /&gt;
&lt;br /&gt;
'''Warning: As of December 2014, this URL is dead.'''&lt;br /&gt;
&lt;br /&gt;
==One-Off Dwarf Fortress Webcomics==&lt;br /&gt;
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.&lt;br /&gt;
&lt;br /&gt;
===I'm Not Mad===&lt;br /&gt;
A 3D model comic with three Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever],[http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music], and [http://www.notmadcomic.com/2010/12/31/dwarf-fortress-suspicion/ Dwarf Fortress: Suspicion]. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
===Irritability===&lt;br /&gt;
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the [[Goblin]] menace.&lt;br /&gt;
&lt;br /&gt;
===Nerfnow===&lt;br /&gt;
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]&lt;br /&gt;
&lt;br /&gt;
===twistedspeedo===&lt;br /&gt;
Created this comic about the game's motto, &amp;quot;losing is fun&amp;quot; : http://twistedspeedo.com/?p=478&lt;br /&gt;
&lt;br /&gt;
===Three Panel Soul===&lt;br /&gt;
[[File:Dorf.jpg|208px|thumb|right|3PS Dorf T-shirt]]&lt;br /&gt;
&lt;br /&gt;
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com/2008/04/21/on-dwarven-fortresses/ On Dwarven Fortresses], [http://threepanelsoul.com/2008/05/12/on-trade-goods/ On Trade Goods], [http://threepanelsoul.com/2009/07/21/on-mixed-economies/ On Mixed Economies], and [http://threepanelsoul.com/2010/04/06/on-learning-curve/ On Learning Curve]. The first three comics deal with typical Dwarf Fortress [[fun]], such as [[catsplosion]], stereotypical Dwarf literal-mindedness, and the [[Dwarven economy]].  The fourth concerns a new player's introduction to the game.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress comics were so popular, they spawned a related t-shirt (see picture on right).&lt;br /&gt;
===[ENGRAVERY:MISGUIDED]===&lt;br /&gt;
A series of one-off, irregularly updated panel-style comics using altered ASCII graphics.&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-noble-mandates.html Noble Mandates]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-selecting-site.html Selecting a Site]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-artifact-rope.html Artifact Rope]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-send-in-clowns.html Send in the Clowns]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-creepy-forest.html Creepy Forest]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/04/engraverymisguided-noble-rain.html Noble Rain]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-and-dwarf-road-song.html Interrupted by Peacock] &amp;amp; Dwarf Road Song&lt;br /&gt;
&lt;br /&gt;
==Individual Webcomics==&lt;br /&gt;
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!&lt;br /&gt;
&lt;br /&gt;
===cdawg===&lt;br /&gt;
Created a brief comic episode about [[fell mood]]s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]&lt;br /&gt;
&lt;br /&gt;
===Lord Licorice===&lt;br /&gt;
Creates comics based around the Dwarf Fortress [[List of mods#Kobold Camp|mod Kobold camp]], mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].&lt;br /&gt;
&lt;br /&gt;
===Ran===&lt;br /&gt;
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].&lt;br /&gt;
&lt;br /&gt;
===Valcan===&lt;br /&gt;
Created this comic about the [[Bronze colossus]]: [http://i39.tinypic.com/258xf2w.jpg 1].&lt;br /&gt;
&lt;br /&gt;
===Unknown Creator===&lt;br /&gt;
An awesome comic about [[fun]]: [http://i.imgur.com/mHXiz.png 1].&lt;br /&gt;
&lt;br /&gt;
A comic about [[Elf]] diplomacy: [http://i.imgur.com/I2Stz.jpg 2].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Some comics&amp;quot;&amp;gt;&lt;br /&gt;
File:1235703760028.png|First time DF player.&lt;br /&gt;
File:Comic df3.png|DF has many types of players.&lt;br /&gt;
File:Comic df4.gif&lt;br /&gt;
File:Comic df5.png&lt;br /&gt;
File:Dwarf-Fortress Poster.jpg&lt;br /&gt;
File:FunComic.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
&lt;br /&gt;
* [[List of Dwarf Fortress references]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=212641</id>
		<title>Dwarf Fortress webcomics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=212641"/>
		<updated>2014-12-04T11:34:56Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* PixelPainted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]&lt;br /&gt;
&lt;br /&gt;
==Graphic Sagas==&lt;br /&gt;
&lt;br /&gt;
===Bronzemurder===&lt;br /&gt;
[[Bronzemurder]] is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a [[forgotten beast]].&lt;br /&gt;
&lt;br /&gt;
===Oilfurnace===&lt;br /&gt;
[http://oilfurnace.timdenee.com/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.&lt;br /&gt;
&lt;br /&gt;
==Ongoing Dwarf Fortress Webcomics==&lt;br /&gt;
Ongoing webcomics primarily about Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Revenge of the FUN===&lt;br /&gt;
[http://rotf.thecomicseries.com/ Revenge of the FUN] is a recently rebirthed comic series with an outrageous and ever-growing plot line.&lt;br /&gt;
&lt;br /&gt;
===The Chronicles of Boatmurdered===&lt;br /&gt;
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and stopped unfinished in may 2010.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Fortress: Histories of...*===&lt;br /&gt;
[http://dfstory.thecomicseries.com/comics/1/ Dwarf Fortress: Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and updates irregularly. May or may not be dead&lt;br /&gt;
&lt;br /&gt;
===Dwarven Trail===&lt;br /&gt;
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&amp;amp;chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular [[Graphics set repository|Dwarf Fortress graphic sets]]. It follows the journey and establishment of a new fortress. [[Urist]] is a recurring character.&lt;br /&gt;
&lt;br /&gt;
===Effigies===&lt;br /&gt;
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and was ongoing, updating on a rough weekly schedule. It currently lays dormant.&lt;br /&gt;
&lt;br /&gt;
===PixelPainted===&lt;br /&gt;
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.&lt;br /&gt;
&lt;br /&gt;
'''Warning: As of December 2014, this URL is dead.'''&lt;br /&gt;
&lt;br /&gt;
===Strike the Earth!===&lt;br /&gt;
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife.&lt;br /&gt;
&lt;br /&gt;
===KittyProblem===&lt;br /&gt;
http://df-kittyproblem.smackjeeves.com/     Short comic created by two brothers about the dangers of [[catsplosion]]. Story began at 2nd Sep.&lt;br /&gt;
&lt;br /&gt;
==One-Off Dwarf Fortress Webcomics==&lt;br /&gt;
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.&lt;br /&gt;
&lt;br /&gt;
===I'm Not Mad===&lt;br /&gt;
A 3D model comic with three Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever],[http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music], and [http://www.notmadcomic.com/2010/12/31/dwarf-fortress-suspicion/ Dwarf Fortress: Suspicion]. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
===Irritability===&lt;br /&gt;
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the [[Goblin]] menace.&lt;br /&gt;
&lt;br /&gt;
===Nerfnow===&lt;br /&gt;
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]&lt;br /&gt;
&lt;br /&gt;
===twistedspeedo===&lt;br /&gt;
Created this comic about the game's motto, &amp;quot;losing is fun&amp;quot; : http://twistedspeedo.com/?p=478&lt;br /&gt;
&lt;br /&gt;
===Three Panel Soul===&lt;br /&gt;
[[File:Dorf.jpg|208px|thumb|right|3PS Dorf T-shirt]]&lt;br /&gt;
&lt;br /&gt;
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com/2008/04/21/on-dwarven-fortresses/ On Dwarven Fortresses], [http://threepanelsoul.com/2008/05/12/on-trade-goods/ On Trade Goods], [http://threepanelsoul.com/2009/07/21/on-mixed-economies/ On Mixed Economies], and [http://threepanelsoul.com/2010/04/06/on-learning-curve/ On Learning Curve]. The first three comics deal with typical Dwarf Fortress [[fun]], such as [[catsplosion]], stereotypical Dwarf literal-mindedness, and the [[Dwarven economy]].  The fourth concerns a new player's introduction to the game.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress comics were so popular, they spawned a related t-shirt (see picture on right).&lt;br /&gt;
===[ENGRAVERY:MISGUIDED]===&lt;br /&gt;
A series of one-off, irregularly updated panel-style comics using altered ASCII graphics.&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-noble-mandates.html Noble Mandates]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-selecting-site.html Selecting a Site]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-artifact-rope.html Artifact Rope]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-send-in-clowns.html Send in the Clowns]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-creepy-forest.html Creepy Forest]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/04/engraverymisguided-noble-rain.html Noble Rain]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-and-dwarf-road-song.html Interrupted by Peacock] &amp;amp; Dwarf Road Song&lt;br /&gt;
&lt;br /&gt;
==Individual Webcomics==&lt;br /&gt;
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!&lt;br /&gt;
&lt;br /&gt;
===cdawg===&lt;br /&gt;
Created a brief comic episode about [[fell mood]]s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]&lt;br /&gt;
&lt;br /&gt;
===Lord Licorice===&lt;br /&gt;
Creates comics based around the Dwarf Fortress [[List of mods#Kobold Camp|mod Kobold camp]], mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].&lt;br /&gt;
&lt;br /&gt;
===Ran===&lt;br /&gt;
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].&lt;br /&gt;
&lt;br /&gt;
===Valcan===&lt;br /&gt;
Created this comic about the [[Bronze colossus]]: [http://i39.tinypic.com/258xf2w.jpg 1].&lt;br /&gt;
&lt;br /&gt;
===Unknown Creator===&lt;br /&gt;
An awesome comic about [[fun]]: [http://i.imgur.com/mHXiz.png 1].&lt;br /&gt;
&lt;br /&gt;
A comic about [[Elf]] diplomacy: [http://i.imgur.com/I2Stz.jpg 2].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Some comics&amp;quot;&amp;gt;&lt;br /&gt;
File:1235703760028.png|First time DF player.&lt;br /&gt;
File:Comic df3.png|DF has many types of players.&lt;br /&gt;
File:Comic df4.gif&lt;br /&gt;
File:Comic df5.png&lt;br /&gt;
File:Dwarf-Fortress Poster.jpg&lt;br /&gt;
File:FunComic.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
&lt;br /&gt;
* [[List of Dwarf Fortress references]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack/Programming&amp;diff=212594</id>
		<title>Utility:DFHack/Programming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFHack/Programming&amp;diff=212594"/>
		<updated>2014-12-02T11:46:10Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Create your own viewscreen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;v1.1 (see change log at the end)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INTRODUCTION ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress (DF) memory access library and a set of basic tools that use it (see the readme at https://github.com/DFHack/dfhack/blob/master/Readme.rst ).&lt;br /&gt;
&lt;br /&gt;
It is possible for developers to write plugins for DFHack, in order to extend the capabilities of DFHack (and therefore DF's gameplay). The plugins come mainly in two flavours:&lt;br /&gt;
* C++ plugins: libraries written in C++ that need to be compiled. They can use DFHack's low level functions very closely, and they will be able to perform complex functions ''very'' quickly.&lt;br /&gt;
* Lua and Ruby scripts: text-based scripts which can be dropped into place and modified on the fly. Certain things can be easier to do, and error handling is better in general, but the downside is that they can be quite ''slow'' - for example, trying to reveal the entire map from Lua may take an entire minute, while the C++ plugin can do it in a tiny fraction of a second. This document is focused entirely on plugins - if you would like to learn more about writing scripts, see https://github.com/DFHack/dfhack/blob/master/Lua%20API.rst&lt;br /&gt;
&lt;br /&gt;
This document explains how to get started at writing C++ plugins with Microsoft Visual C++ 2010, step by step. It is intended for people who are totally new to DFHack.&lt;br /&gt;
&lt;br /&gt;
== Getting Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
You'll need a test environment to run your script. Hence the need of getting DF. I'd recommend getting the latest &amp;quot;Lazy Newb Pack&amp;quot;, which includes not only Dwarf Fortress but also DFHack and other nice things, ready-to-use:&lt;br /&gt;
* Download the latest &amp;quot;Lazy Newb Pack&amp;quot;.&lt;br /&gt;
You can run DF once and observe the DFHack console. Type &amp;lt;code&amp;gt;die&amp;lt;/code&amp;gt; in that window to observe that the command line works (&amp;lt;code&amp;gt;die&amp;lt;/code&amp;gt; is a command to force-close DF).&lt;br /&gt;
&lt;br /&gt;
== Getting DFHack ==&lt;br /&gt;
&lt;br /&gt;
You must download the sources, and build them.&lt;br /&gt;
* Follow exactly the steps described in DFHack's readme: https://github.com/DFHack/dfhack/blob/master/Compile.rst&lt;br /&gt;
&lt;br /&gt;
== Make yourself comfy ==&lt;br /&gt;
=== Windows ===&lt;br /&gt;
As explained in the compiling guidelines (above), there are several scripts available, that will do different things : some will just build, some will also install the results to your DF's &amp;quot;hack&amp;quot; folder. To save some time, here is how you can set up Visual C++ to do a build+install every time you press &amp;lt;code&amp;gt;F7&amp;lt;/code&amp;gt;:&lt;br /&gt;
* Open &amp;lt;code&amp;gt;dfhack.sln&amp;lt;/code&amp;gt; in Visual C++&lt;br /&gt;
* Right-click on the Solution, and select &amp;quot;Properties&amp;quot;&lt;br /&gt;
* Go to &amp;quot;configuration properties&amp;quot;–&amp;amp;gt;&amp;quot;Configuration&amp;quot;&lt;br /&gt;
* In the full list of projects, uncheck &amp;lt;code&amp;gt;ALL_BUILD&amp;lt;/code&amp;gt;, and instead check &amp;lt;code&amp;gt;INSTALL&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Create your very own plugin ==&lt;br /&gt;
; What are the requirements for a plugin?&lt;br /&gt;
* A set of C++ source files (there can be just one if you want!)&lt;br /&gt;
* The libraries (&amp;lt;code&amp;gt;.lib&amp;lt;/code&amp;gt;) it will use&lt;br /&gt;
* The protobufs it will use (if any!)&lt;br /&gt;
Protobuf (protocol buffer) is a special serialization standard developed by Google, and its main use in DFHack is for communicating with other processes via TCP/IP (e.g. so you can write a separate application that communicates with DFHack to access/modify the game's memory). As such, it is outside of the scope of this document. Only a handful of plugins use that technology, such as &amp;lt;code&amp;gt;rename&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;isoworldremote&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The libraries are all the 3rd-party libraries you want to use in your project. The good news is that most libraries normally used in C++ have a high probability to be already used by some other plugin. In most cases, the only special library you're going to use is going to be &amp;quot;lua&amp;quot;, and only if your plugin is going to provide special functions that can be invoked from scripts.&lt;br /&gt;
&lt;br /&gt;
; The first step is to add your plugin to the list of plugins :&lt;br /&gt;
* Open &amp;lt;code&amp;gt;dfhack/plugins/CMakeLists.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* Locate the section listing all the plugins : they start with &amp;lt;code&amp;gt;DFHACK_PLUGIN&amp;lt;/code&amp;gt;&lt;br /&gt;
* Add a line with your own plugin: &amp;lt;code&amp;gt;DFHACK_PLUGIN(myplugin myplugin.cpp)&amp;lt;/code&amp;gt;, and save the file.&lt;br /&gt;
* Create a blank file called &amp;lt;code&amp;gt;myplugin.cpp&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;dfhack/plugins&amp;lt;/code&amp;gt;, alongside all the other plugins&lt;br /&gt;
&lt;br /&gt;
Now you need to run DFHack's awesome build scripts, to make them generate all the relevant project files for you:&lt;br /&gt;
* Observe all the batch files in &amp;lt;code&amp;gt;dfhack/build&amp;lt;/code&amp;gt; starting with &amp;quot;generate&amp;quot; &lt;br /&gt;
* Run your favourite one. For example you can choose &amp;lt;code&amp;gt;generate-MSVC-minimal.bat&amp;lt;/code&amp;gt;&lt;br /&gt;
Once this finishes, Visual C++ will prompt you to reload the project if you have it open, and once you do so you'll notice that your project &amp;quot;myplugin&amp;quot; has magically appeared. However, since the source file is still blank, it's not exactly ready to compile.&lt;br /&gt;
&lt;br /&gt;
== Mandatory C++ instructions ==&lt;br /&gt;
&lt;br /&gt;
Open any simple plugin (e.g. &amp;lt;code&amp;gt;tubefill.cpp&amp;lt;/code&amp;gt; ) and observe its structure.&lt;br /&gt;
&lt;br /&gt;
At the top will be a block of #include statements to allow you to use DFHack. This block can vary, but in nearly all cases it should contain the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#include &amp;quot;Core.h&amp;quot;&lt;br /&gt;
#include &amp;quot;Console.h&amp;quot;&lt;br /&gt;
#include &amp;quot;Export.h&amp;quot;&lt;br /&gt;
#include &amp;quot;PluginManager.h&amp;quot;&lt;br /&gt;
#include &amp;quot;DataDefs.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
using namespace DFHack;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These 5 headers are required for pretty much ''every'' plugin - depending on what you're doing, you'll want to include some extras as well.&lt;br /&gt;
&lt;br /&gt;
Let's imagine your plugin will be a command called from DFHack's console. Well then, that command will call an actual function. It is that function that you declare here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;command_result tubefill(color_ostream &amp;amp;amp;out, std::vector&amp;amp;lt;std::string&amp;amp;gt; &amp;amp;amp; params);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For now, the function only gets declared, we'll define it later in the source code. You'll need to do the same, by replacing &amp;lt;code&amp;gt;tubefill&amp;lt;/code&amp;gt; with &lt;br /&gt;
&amp;lt;code&amp;gt;myplugin&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, tell DFHack's global plugin engine to be aware of our plugin (so that it can load it, etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DFHACK_PLUGIN(&amp;quot;tubefill&amp;quot;);&amp;lt;/pre&amp;gt;&lt;br /&gt;
From now on, every time you see &amp;quot;tubefill&amp;quot;, replace it with &amp;quot;myplugin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
; Each plugin has two central functions:&lt;br /&gt;
* &amp;lt;code&amp;gt;plugin_init&amp;lt;/code&amp;gt;. This is run when the plugin gets loaded, whether or not its command gets run from the command line.&lt;br /&gt;
* &amp;lt;code&amp;gt;plugin_shutdown&amp;lt;/code&amp;gt;. This is run when the plugin gets unloaded (i.e. when DFHack shuts down).&lt;br /&gt;
You'll notice that tubefill's &amp;lt;code&amp;gt;plugin_shutdown&amp;lt;/code&amp;gt; is empty (it just returns the standardized &amp;quot;OK&amp;quot; return code : &amp;lt;code&amp;gt;CR_OK&amp;lt;/code&amp;gt;). That's because the plugin is simple and doesn't need to delete objects, or close connections, or do any kind of post-processing.&lt;br /&gt;
&lt;br /&gt;
However, tubefill's &amp;lt;code&amp;gt;plugin_init&amp;lt;/code&amp;gt; contains an important instruction, that will tell DFHack to be aware of a new custom command-line instruction:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;commands.push_back(PluginCommand(&amp;quot;tubefill&amp;quot;,&amp;quot;Fill in all the adamantine tubes again.&amp;quot;,tubefill, false,&lt;br /&gt;
    &amp;quot;Replenishes mined out adamantine but does not fill hollow adamantine tubes.\n&amp;quot;&lt;br /&gt;
    &amp;quot;Specify 'hollow' to fill hollow tubes, but beware glitchy HFS spawns.\n&amp;quot;));&amp;lt;/pre&amp;gt;&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;tubefill&amp;quot;&amp;lt;/code&amp;gt; will be the string to which the command line must respond, when entered. &lt;br /&gt;
* &amp;lt;code&amp;gt;tubefill&amp;lt;/code&amp;gt; is the function that must be called when the command is typed into the command line. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;Fill in all the adamantine tubes again.&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;Replenishes mined out adamantine...&amp;quot;&amp;lt;/code&amp;gt; are the &amp;quot;manual&amp;quot; that will be displayed in the help or when the command is called with the wrong parameters (see below how to test that).&lt;br /&gt;
Finally, you'll find the actual function definition:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;command_result tubefill(color_ostream &amp;amp;amp;out, std::vector&amp;amp;lt;std::string&amp;amp;gt; &amp;amp;amp; params)&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
}&lt;br /&gt;
return CR_OK;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Simplest possible plugin: Hello world! ==&lt;br /&gt;
&lt;br /&gt;
Here is how to just have a message displayed in the DFHack console when someone enters your command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;command_result myplugin (color_ostream &amp;amp;amp;out, std::vector &amp;amp;lt;std::string&amp;amp;gt; &amp;amp;amp; parameters)&lt;br /&gt;
{&lt;br /&gt;
    out.print(&amp;quot;Hello Monsieur Ouxx!\n&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
return CR_OK;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Please note that you have other outputs available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;out.printerr(&amp;quot;Oh my gosh, this is an error.\n&amp;quot;);&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can now test your plugin : Press F7, then run DF and enter &amp;quot;myplugin&amp;quot; in the DFHack console. You should see the message &amp;quot;Hello Monsieur Ouxx!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Parameters checking ==&lt;br /&gt;
&lt;br /&gt;
You might want to test that your command was called with the relevant parameters. Here is an example of how to do it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;command_result myplugin (color_ostream &amp;amp;amp;out, std::vector &amp;amp;lt;std::string&amp;amp;gt; &amp;amp;amp; parameters)&lt;br /&gt;
{&lt;br /&gt;
    bool param1_ok, param2_ok;&lt;br /&gt;
    for(size_t i = 0; i &amp;amp;lt; parameters.size();i++)&lt;br /&gt;
    {&lt;br /&gt;
        if(parameters[i] == &amp;quot;param1&amp;quot;)&lt;br /&gt;
            param1_ok = true;&lt;br /&gt;
        else if(parameters[i] == &amp;quot;param2&amp;quot;)&lt;br /&gt;
            param2_ok = true;&lt;br /&gt;
        else&lt;br /&gt;
            return CR_WRONG_USAGE;&lt;br /&gt;
    }&lt;br /&gt;
    if(!param1_ok &amp;amp;amp;&amp;amp;amp; !param2_ok)&lt;br /&gt;
        return CR_WRONG_USAGE;&lt;br /&gt;
&lt;br /&gt;
    return CR_OK;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
As explained before, if &amp;lt;code&amp;gt;CR_WRONG_USAGE&amp;lt;/code&amp;gt; is returned, then the verbose help text defined in &amp;lt;code&amp;gt;commands.push_back&amp;lt;/code&amp;gt; will be displayed.&lt;br /&gt;
&lt;br /&gt;
Another interesting approach to that (as seen in plugin &amp;quot;buildingplan&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;if (!parameters.empty())&lt;br /&gt;
{&lt;br /&gt;
    if (parameters.size() == 1 &amp;amp;amp;&amp;amp;amp; toLower(parameters[0])[0] == 'v')&lt;br /&gt;
    {&lt;br /&gt;
        out &amp;amp;lt;&amp;amp;lt; &amp;quot;Building Plan&amp;quot; &amp;amp;lt;&amp;amp;lt; endl &amp;amp;lt;&amp;amp;lt; &amp;quot;Version: &amp;quot; &amp;amp;lt;&amp;amp;lt; PLUGIN_VERSION &amp;amp;lt;&amp;amp;lt; endl;&lt;br /&gt;
    }&lt;br /&gt;
    else if (parameters.size() == 2 &amp;amp;amp;&amp;amp;amp; toLower(parameters[0]) == &amp;quot;debug&amp;quot;)&lt;br /&gt;
    {&lt;br /&gt;
        show_debugging = (toLower(parameters[1]) == &amp;quot;on&amp;quot;);&lt;br /&gt;
        out &amp;amp;lt;&amp;amp;lt; &amp;quot;Debugging &amp;quot; &amp;amp;lt;&amp;amp;lt; ((show_debugging) ? &amp;quot;enabled&amp;quot; : &amp;quot;disabled&amp;quot;) &amp;amp;lt;&amp;amp;lt; endl;&lt;br /&gt;
    }        &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Suspend the core! ==&lt;br /&gt;
&lt;br /&gt;
This might be the MOST IMPORTANT section in this document. Never ever forget to suspend the game's core execution before you manipulate anything in its internal data. It is done by adding the following statement:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;CoreSuspender suspend;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no need to actually ''do'' anything with this variable - simply declaring it will cause Dwarf Fortress to be suspended, and once the variable goes out of scope (e.g. when the plugin function returns), the game will be unsuspended.&lt;br /&gt;
&lt;br /&gt;
You will observe that most plugins actually start with that instruction. Fortunately, our &amp;quot;Hello world&amp;quot; plugin doesn't manipulate any internal data, so we didn't need that. But that's about to change.&lt;br /&gt;
&lt;br /&gt;
== Create your own viewscreen ==&lt;br /&gt;
&lt;br /&gt;
Many plugins add menus to DF in order to extend capabilities (or, at least, sort out DF's mess). A good example of that is the plugin &amp;lt;code&amp;gt;buildingplan&amp;lt;/code&amp;gt;. It displays a menu with lists of materials, and allows to filter the materials. Lists and filters. That's what DF is all about!&lt;br /&gt;
&lt;br /&gt;
[[File:DFHack_Plugin-_buildingplan_screenshot.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You make them fit into a &amp;quot;viewscreen&amp;quot;, that is: an additional screen that will fit into DF. This section is about creating a NEW viewscreen, not replacing one already existing in DF.&lt;br /&gt;
&lt;br /&gt;
Have a look at class &amp;lt;code&amp;gt;ViewscreenChooseMaterial&amp;lt;/code&amp;gt; : it extends DFHack-provided class &amp;lt;code&amp;gt;dfhack_viewscreen&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;class ViewscreenChooseMaterial : public dfhack_viewscreen&lt;br /&gt;
{&lt;br /&gt;
...&amp;lt;/pre&amp;gt;&lt;br /&gt;
It needs to implement the two following functions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;void feed(set&amp;amp;lt;df::interface_key&amp;amp;gt; *input)&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void render()&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
    dfhack_viewscreen::render();&lt;br /&gt;
    ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how &amp;lt;code&amp;gt;render&amp;lt;/code&amp;gt; calls the overridden function of its parent class.&lt;br /&gt;
&lt;br /&gt;
You will find more examples in the plugin &amp;lt;code&amp;gt;manipulator&amp;lt;/code&amp;gt;. Have a look at class &amp;lt;code&amp;gt;viewscreen_unitlaborsst&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
See also: &amp;quot;Replacing an existing view screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Manipulate the display ==&lt;br /&gt;
&lt;br /&gt;
Once your viewscreen is up and running with its very own &amp;lt;code&amp;gt;render&amp;lt;/code&amp;gt; function, you may do whatever you please with the display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Screen::clear();                                    //delete the screen&lt;br /&gt;
Screen::drawBorder(&amp;quot;  Building Material  &amp;quot;);        //create a new DF-style screen, with a title and a border&lt;br /&gt;
&lt;br /&gt;
masks_column.display(selected_column == 0);         //display our column (read this tutorial further)&lt;br /&gt;
&lt;br /&gt;
int32_t y = gps-&amp;amp;gt;dimy - 3;                          //do some calculation on the window size, to position stuff&lt;br /&gt;
OutputHotkeyString(2, y, &amp;quot;Toggle&amp;quot;, &amp;quot;Enter&amp;quot;);        //define some hotkey&lt;br /&gt;
x += 3;&lt;br /&gt;
OutputHotkeyString(x, y, &amp;quot;Save&amp;quot;, &amp;quot;Shift-Enter&amp;quot;);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List columns ==&lt;br /&gt;
In class &amp;lt;code&amp;gt;ViewscreenChooseMaterial&amp;lt;/code&amp;gt;'s private members, you'll see this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ListColumn&amp;amp;lt;df::dfhack_material_category&amp;amp;gt; masks_column;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ListColumn&amp;lt;/code&amp;gt; is a template provided by DFHack. Just feed it with anything you like.&lt;br /&gt;
&lt;br /&gt;
== Manipulating DF's data ==&lt;br /&gt;
&lt;br /&gt;
Start with observing the class &amp;lt;code&amp;gt;ItemFilter&amp;lt;/code&amp;gt;. You'll notice that DF exposes pretty much every possible type of object/item from the game. And what DF doesn't, DFHack does. You'll immediately notice these:&lt;br /&gt;
&lt;br /&gt;
* df::dfhack_material_category&lt;br /&gt;
* MaterialInfo&lt;br /&gt;
* df::item_quality&lt;br /&gt;
&lt;br /&gt;
Have a look at &amp;lt;code&amp;gt;vector&amp;amp;lt;string&amp;amp;gt; getMaterialFilterAsVector()&amp;lt;/code&amp;gt;. It shows you how to get the description from a material, as a string:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;transform_(materials, descriptions, material_to_string_fn);&lt;br /&gt;
&lt;br /&gt;
if (descriptions.size() == 0)&lt;br /&gt;
    bitfield_to_string(&amp;amp;amp;descriptions, mat_mask);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Managing speed ==&lt;br /&gt;
&lt;br /&gt;
Some plugins need to run regular processing, but at a certain rate, in order not to block DF. Here is how &amp;lt;code&amp;gt;buildingplan&amp;lt;/code&amp;gt; handles game ticks (important: this is only provided as an out-of-context code snippet, with no further explanations):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#define DAY_TICKS 1200&lt;br /&gt;
DFhackCExport command_result plugin_onupdate(color_ostream &amp;amp;amp;out)&lt;br /&gt;
{&lt;br /&gt;
    static decltype(world-&amp;amp;gt;frame_counter) last_frame_count = 0;&lt;br /&gt;
    if ((world-&amp;amp;gt;frame_counter - last_frame_count) &amp;amp;gt;= DAY_TICKS/2)&lt;br /&gt;
    {&lt;br /&gt;
        last_frame_count = world-&amp;amp;gt;frame_counter;&lt;br /&gt;
        planner.doCycle();&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    return CR_OK;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modifying an existing viewscreen ==&lt;br /&gt;
Maybe you don't want to add an additional viewscreen, but instead add features to one that already exists in DF. In that case, creating a child to &amp;lt;code&amp;gt;dfhack_viewscreen&amp;lt;/code&amp;gt;` (as seen in section &amp;quot;Create your own view screen&amp;quot;) and implementing &amp;lt;code&amp;gt;render&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;feed&amp;lt;/code&amp;gt; is not enough. Instead, you need to create a child of DF's actual viewscreen and '''interpose''' those two functions in it.&lt;br /&gt;
&lt;br /&gt;
That's the case of class &amp;lt;code&amp;gt;buildingplan_hook&amp;lt;/code&amp;gt; in plugin &amp;lt;code&amp;gt;buildingplan&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You will notice that, unlike &amp;lt;code&amp;gt;ViewscreenChooseMaterial&amp;lt;/code&amp;gt;, it extends class &amp;lt;code&amp;gt;df::viewscreen_dwarfmodest&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;dfhack_viewscreen&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;struct buildingplan_hook : public df::viewscreen_dwarfmodest&lt;br /&gt;
{&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following instructions are then required to glue everything together:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DEFINE_VMETHOD_INTERPOSE(void, feed, (set&amp;amp;lt;df::interface_key&amp;amp;gt; *input))&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
DEFINE_VMETHOD_INTERPOSE(void, render, ())&lt;br /&gt;
{   &lt;br /&gt;
    ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Once you've defined how the two functions will insert into DF, you can put them to action:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMPLEMENT_VMETHOD_INTERPOSE(buildingplan_hook, feed);&lt;br /&gt;
IMPLEMENT_VMETHOD_INTERPOSE(buildingplan_hook, render);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this will completely ''replace'' the original viewscreen logic with whatever you provide - in order to call the original code (e.g. for the usual default behavior), you can do &amp;quot;INTERPOSE_NEXT(function_name)(args);&amp;quot;. Depending on how the original viewscreen works, you'll have to make sure you do it in the right place.&lt;br /&gt;
&lt;br /&gt;
See also: &amp;quot;Create your own viewscreen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== CHANGE LOG ==&lt;br /&gt;
* v1.0 Redaction&lt;br /&gt;
* v1.1&lt;br /&gt;
** moved &amp;quot;return CR_OK;&amp;quot; in one of the code snippets&lt;br /&gt;
** corrected a mistake about the need of using &amp;quot;DEFINE_VMETHOD_INTERPOSE&amp;quot;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DFHack_Plugin-_buildingplan_screenshot.png&amp;diff=212593</id>
		<title>File:DFHack Plugin- buildingplan screenshot.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DFHack_Plugin-_buildingplan_screenshot.png&amp;diff=212593"/>
		<updated>2014-12-02T11:42:38Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Screenshot of the dfhack buildingplan plugin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the dfhack buildingplan plugin.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=212206</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=212206"/>
		<updated>2014-11-11T16:48:42Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: add Chesh05's professions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recent version of Dwarf Therapists include a very large set of customizable tools for managing your dwarves, namely custom roles, custom professions, custom grid views, filter scripts, and optimization plans, which greatly enhance the user's ability to manage their fort in a well-optimized, pain-free manner. This page serves as a repository for packaged exports of custom definitions for these tools, created by other players and made available for other users here. This page is only meant to serve Splinterz's current fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]]; earlier versions of the utility did not yet implement many of the features described here. If you need help understanding what's documented on this page, or would like to learn how to write Dwarf Therapist customizations yourself, refer to the {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
&lt;br /&gt;
=== Chesh05's Professions ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Custom Profession&lt;br /&gt;
| download link   = [http://www.mediafire.com/download/9n94h4o147pi1yp/Chesh05+Custom+Professions+Last+Updated+November+2014.dtp Chesh05 Custom Professions]&lt;br /&gt;
| author          = [https://www.reddit.com/user/chesh05 Chesh05]&lt;br /&gt;
| comments        = Last Updated Nov 11, 2014&lt;br /&gt;
A collection of basic custom professions&lt;br /&gt;
}}&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
=== Compact Labors View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
Highly customized version of Dwarf Therapist for use with Masterwork dwarf fortress.  It uses the same binary build as Splinterminds, just uses a new .dtg (default grid view) as well as a .ini file that covers name changes for Masterwork. http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(00) ||&lt;br /&gt;
d.is_labor_state_dirty(01) ||&lt;br /&gt;
d.is_labor_state_dirty(02) ||&lt;br /&gt;
d.is_labor_state_dirty(03) ||&lt;br /&gt;
d.is_labor_state_dirty(04) ||&lt;br /&gt;
d.is_labor_state_dirty(05) ||&lt;br /&gt;
d.is_labor_state_dirty(06) ||&lt;br /&gt;
d.is_labor_state_dirty(07) ||&lt;br /&gt;
d.is_labor_state_dirty(08) ||&lt;br /&gt;
d.is_labor_state_dirty(09) ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ResMar's &amp;quot;Working Class Dwarves&amp;quot; / Military Recruitment Availability Filter ===&lt;br /&gt;
&lt;br /&gt;
This is the large filter from the [http://dffd.wimbli.com/file.php?id=7889 Dwarf Therapist User Guide] by ResMar. It is explained in Chapter IV's &amp;quot;Writing Complex Scripts&amp;quot; section. &lt;br /&gt;
&lt;br /&gt;
Here is an explanation of the characteristics it selects for:&lt;br /&gt;
&lt;br /&gt;
This filter is designed to show dwarves that are available for full-time assignment to useful tasks, such as military recruitment. These so called &amp;quot;working class dwarves&amp;quot; will meet the following requirements:&lt;br /&gt;
&lt;br /&gt;
# They have all hauling labors enabled. This is one of the most apparent indicators of a “working class” dwarf, but it’s nowhere near exclusive.&lt;br /&gt;
# They don’t have a nickname. Assuming you follow the advice given in “Assigning Nicknames”, nicked dwarves have already been dedicated to something.&lt;br /&gt;
# They have the masonry and/or stone detailing labors enabled, but are never above “adequate” skill in the former (since actually building stone blocks is assigned to dedicated masons), and never above “competent“ in the latter (I consider “skilled” the breaking point for when an engraver is actually worth his salt, and should be taken out of the working-class pool).&lt;br /&gt;
# They are not enlisted in the military (at least, not permanently). At least in my fortress, once a crossbowdwarf, always a crossbowdwarf slash hunter.&lt;br /&gt;
# They don't have certain “key” labors that are handled by dedicated dwarves enabled (mining, carpentry, woodcutting, stonecrafting, cooking, brewing, any of the metalsmithing tasks, either of the jewelry tasks, and clothesmaking). The precise composition of this list may vary somewhat for you, but most players learn to dedicate certain tasks to certain dwarves to maximize results very quickly.&lt;br /&gt;
# If they are skilled in certain useless or niche tasks (animal caretaking, small animal dissection, fish dissection, bee keeping, wax working, soap making) they have those tasks enabled. No one creates extra work for themselves by actually turning these off, at least not until you want this dwarf doing something for you.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Available Working Class Dwarves Filter&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
// hauling test&lt;br /&gt;
(d.total_assigned_labors(true) - d.total_assigned_labors(false) == 16) &amp;amp;&amp;amp;&lt;br /&gt;
// masonry and stone detailing test&lt;br /&gt;
(((d.labor_enabled(13) == true &amp;amp;&amp;amp; d.labor_rating(13) &amp;lt; 3) ||&lt;br /&gt;
d.labor_enabled(13) == false) || ((d.labor_enabled(12) == true &amp;amp;&amp;amp;&lt;br /&gt;
d.labor_rating(12) &amp;lt; 4) || d.labor_enabled(12) == false)) &amp;amp;&amp;amp;&lt;br /&gt;
// nickname test&lt;br /&gt;
(d.nickname() == &amp;quot;&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
// military duty test&lt;br /&gt;
!d.active_military() &amp;amp;&amp;amp;&lt;br /&gt;
// key dwarf test&lt;br /&gt;
(!d.labor_enabled(47) &amp;amp;&amp;amp; !d.labor_enabled(48) &amp;amp;&amp;amp; !d.labor_enabled(29) &amp;amp;&amp;amp; !d.labor_enabled(11) &amp;amp;&amp;amp; !d.labor_enabled(33) &amp;amp;&amp;amp; !d.labor_enabled(38) &amp;amp;&amp;amp; !d.labor_enabled(45) &amp;amp;&amp;amp; !d.labor_enabled(50) &amp;amp;&amp;amp; !d.labor_enabled(51) &amp;amp;&amp;amp; !d.labor_enabled(49) &amp;amp;&amp;amp; !d.labor_enabled(0) &amp;amp;&amp;amp; !d.labor_enabled(53) &amp;amp;&amp;amp; !d.labor_enabled(46)) &amp;amp;&amp;amp;&lt;br /&gt;
// useless labors test&lt;br /&gt;
((d.labor_rating(16) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(16)) || d.labor_rating(16) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Animal Tr.&lt;br /&gt;
((d.labor_rating(43) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(43)) || d.labor_rating(43) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Fish Diss.&lt;br /&gt;
((d.labor_rating(26) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(26)) || d.labor_rating(26) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Animal Diss.&lt;br /&gt;
((d.labor_rating(72) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(72)) || d.labor_rating(72) &amp;lt;= 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Percent Total Jobs and how average role ratings work ===&lt;br /&gt;
&lt;br /&gt;
[v22+] Because the average role rating of ~.5 is always achieved, and each aspect (categories such as attributes, traits, skills, preferences) are balanced on a .5 mean as well.  We can target the top 50% of the role rating range by setting only '''Percent Total Jobs''' to 50%.&lt;br /&gt;
&lt;br /&gt;
This has an interesting affect when assigning # of labors per dwarf.&lt;br /&gt;
&lt;br /&gt;
Here is a picture of it in action, with 13 Max jobs per Dwarf, 50 Percent Total Jobs.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Ixwd6vy&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note from SlyrDVS in a pm: I still have to sit down and plan the jobs out again, reoptimize for a new version. As for why I have so many trappers/hunters, they are the firstline defense, they can then later become the army. :P&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
Since I prefer Dwarf Therapist's %'s on calculating my roles to labor mappings via the Labor Optimizer, I found the dynamic ability that autolabor has missing.  So to alleviate this.  I still do my own labor optimizations every few migrant waves; however, I get the advantage of autolabor's hauling behaviour (I believe it doesn't enable hauling on dwarfs that have a labor enabled for queued job).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshops in various mods that train skills that you wish were limited to certain dwarfs, such as dwarfs who have a skill that is to be trained. (ex... train your axedwarf for your militia dwarfs (these would be the dwarfs that would be tagged with the nickname), via the warfare library)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
In this video (http://www.youtube.com/watch?v=gNVci8h1MkY), I actually do this method to assign my militia, but it could be extended for &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
What I do is assign a custom role to something I wish to assign that Dwarf Therapist doesn't currently support (such as assign militia dwarfs via the labor optimizer).  So I use an optimization plan to assign a specific role (such as melee dwarfs) to a meaningless labor, then when the labors are assigned.  I hand assign them inside the Therapist tool to the melee role.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Ratio's &amp;amp; hauling labors can be used to create throughput &amp;quot;levers&amp;quot; to target jobs ==&lt;br /&gt;
&lt;br /&gt;
=== Hauling ===&lt;br /&gt;
&lt;br /&gt;
A player can use hauling as a suppressor on dwarf's productivity.&lt;br /&gt;
&lt;br /&gt;
Generally, assigning hauling tasks to dwarf's who have a lower # of jobs assigned to them than the other dwarf's:&lt;br /&gt;
&lt;br /&gt;
  Achieves the effect of suppressing low % scores to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
=== # of Job's Per Dwarf ===&lt;br /&gt;
&lt;br /&gt;
A player can adjust this value before the optimization plan is ran.  Need more jobs accomplished overall.  Lowering the # when the fortress gets larger allows a player to allow his dwarf's to focus on higher skilled tasks.&lt;br /&gt;
&lt;br /&gt;
=== # of Jobs per Dwarf===&lt;br /&gt;
In Dwarf Therapist, when editing an optimization plan, you can set the # of jobs each dwarf can have up to.&lt;br /&gt;
&lt;br /&gt;
=== % Jobs to Assign===&lt;br /&gt;
When editing an optimization plan, the % of total jobs is the target # that is set.  This % is based on Dwarfs Selected * Jobs per Dwarf, then there is an ~ number representing the results of our rounded ratio:job #'s.&lt;br /&gt;
&lt;br /&gt;
=== Theory of Constraints===&lt;br /&gt;
The concept of lever's is borrowed from business concepts that try to maximize factory output.  They understand that throughput of the factory is affected by variables that you can control, things like hours worked, overtime, etc.  &lt;br /&gt;
&lt;br /&gt;
In our case we can &lt;br /&gt;
&lt;br /&gt;
1: Unassign hauling.&lt;br /&gt;
&lt;br /&gt;
1.a: Threshold to start assigning hauling (editable inside the optimization plan)&lt;br /&gt;
&lt;br /&gt;
2: Assign more labors for a specific labor by increasing it's ratio.&lt;br /&gt;
&lt;br /&gt;
3: Create more workshops that accept said job.&lt;br /&gt;
&lt;br /&gt;
4: Adjust the # of jobs per dwarf.&lt;br /&gt;
&lt;br /&gt;
5: Adjust the % total jobs to assign. &lt;br /&gt;
&lt;br /&gt;
Varying these values can result in higher throughput for a specific job when compared to other jobs.&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=212205</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=212205"/>
		<updated>2014-11-11T16:43:44Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Filter Scripts */  add Available Working Class Dwarves Filter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recent version of Dwarf Therapists include a very large set of customizable tools for managing your dwarves, namely custom roles, custom professions, custom grid views, filter scripts, and optimization plans, which greatly enhance the user's ability to manage their fort in a well-optimized, pain-free manner. This page serves as a repository for packaged exports of custom definitions for these tools, created by other players and made available for other users here. This page is only meant to serve Splinterz's current fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]]; earlier versions of the utility did not yet implement many of the features described here. If you need help understanding what's documented on this page, or would like to learn how to write Dwarf Therapist customizations yourself, refer to the {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
=== Compact Labors View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
Highly customized version of Dwarf Therapist for use with Masterwork dwarf fortress.  It uses the same binary build as Splinterminds, just uses a new .dtg (default grid view) as well as a .ini file that covers name changes for Masterwork. http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(00) ||&lt;br /&gt;
d.is_labor_state_dirty(01) ||&lt;br /&gt;
d.is_labor_state_dirty(02) ||&lt;br /&gt;
d.is_labor_state_dirty(03) ||&lt;br /&gt;
d.is_labor_state_dirty(04) ||&lt;br /&gt;
d.is_labor_state_dirty(05) ||&lt;br /&gt;
d.is_labor_state_dirty(06) ||&lt;br /&gt;
d.is_labor_state_dirty(07) ||&lt;br /&gt;
d.is_labor_state_dirty(08) ||&lt;br /&gt;
d.is_labor_state_dirty(09) ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ResMar's &amp;quot;Working Class Dwarves&amp;quot; / Military Recruitment Availability Filter ===&lt;br /&gt;
&lt;br /&gt;
This is the large filter from the [http://dffd.wimbli.com/file.php?id=7889 Dwarf Therapist User Guide] by ResMar. It is explained in Chapter IV's &amp;quot;Writing Complex Scripts&amp;quot; section. &lt;br /&gt;
&lt;br /&gt;
Here is an explanation of the characteristics it selects for:&lt;br /&gt;
&lt;br /&gt;
This filter is designed to show dwarves that are available for full-time assignment to useful tasks, such as military recruitment. These so called &amp;quot;working class dwarves&amp;quot; will meet the following requirements:&lt;br /&gt;
&lt;br /&gt;
# They have all hauling labors enabled. This is one of the most apparent indicators of a “working class” dwarf, but it’s nowhere near exclusive.&lt;br /&gt;
# They don’t have a nickname. Assuming you follow the advice given in “Assigning Nicknames”, nicked dwarves have already been dedicated to something.&lt;br /&gt;
# They have the masonry and/or stone detailing labors enabled, but are never above “adequate” skill in the former (since actually building stone blocks is assigned to dedicated masons), and never above “competent“ in the latter (I consider “skilled” the breaking point for when an engraver is actually worth his salt, and should be taken out of the working-class pool).&lt;br /&gt;
# They are not enlisted in the military (at least, not permanently). At least in my fortress, once a crossbowdwarf, always a crossbowdwarf slash hunter.&lt;br /&gt;
# They don't have certain “key” labors that are handled by dedicated dwarves enabled (mining, carpentry, woodcutting, stonecrafting, cooking, brewing, any of the metalsmithing tasks, either of the jewelry tasks, and clothesmaking). The precise composition of this list may vary somewhat for you, but most players learn to dedicate certain tasks to certain dwarves to maximize results very quickly.&lt;br /&gt;
# If they are skilled in certain useless or niche tasks (animal caretaking, small animal dissection, fish dissection, bee keeping, wax working, soap making) they have those tasks enabled. No one creates extra work for themselves by actually turning these off, at least not until you want this dwarf doing something for you.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Available Working Class Dwarves Filter&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
// hauling test&lt;br /&gt;
(d.total_assigned_labors(true) - d.total_assigned_labors(false) == 16) &amp;amp;&amp;amp;&lt;br /&gt;
// masonry and stone detailing test&lt;br /&gt;
(((d.labor_enabled(13) == true &amp;amp;&amp;amp; d.labor_rating(13) &amp;lt; 3) ||&lt;br /&gt;
d.labor_enabled(13) == false) || ((d.labor_enabled(12) == true &amp;amp;&amp;amp;&lt;br /&gt;
d.labor_rating(12) &amp;lt; 4) || d.labor_enabled(12) == false)) &amp;amp;&amp;amp;&lt;br /&gt;
// nickname test&lt;br /&gt;
(d.nickname() == &amp;quot;&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
// military duty test&lt;br /&gt;
!d.active_military() &amp;amp;&amp;amp;&lt;br /&gt;
// key dwarf test&lt;br /&gt;
(!d.labor_enabled(47) &amp;amp;&amp;amp; !d.labor_enabled(48) &amp;amp;&amp;amp; !d.labor_enabled(29) &amp;amp;&amp;amp; !d.labor_enabled(11) &amp;amp;&amp;amp; !d.labor_enabled(33) &amp;amp;&amp;amp; !d.labor_enabled(38) &amp;amp;&amp;amp; !d.labor_enabled(45) &amp;amp;&amp;amp; !d.labor_enabled(50) &amp;amp;&amp;amp; !d.labor_enabled(51) &amp;amp;&amp;amp; !d.labor_enabled(49) &amp;amp;&amp;amp; !d.labor_enabled(0) &amp;amp;&amp;amp; !d.labor_enabled(53) &amp;amp;&amp;amp; !d.labor_enabled(46)) &amp;amp;&amp;amp;&lt;br /&gt;
// useless labors test&lt;br /&gt;
((d.labor_rating(16) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(16)) || d.labor_rating(16) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Animal Tr.&lt;br /&gt;
((d.labor_rating(43) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(43)) || d.labor_rating(43) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Fish Diss.&lt;br /&gt;
((d.labor_rating(26) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(26)) || d.labor_rating(26) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Animal Diss.&lt;br /&gt;
((d.labor_rating(72) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(72)) || d.labor_rating(72) &amp;lt;= 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Percent Total Jobs and how average role ratings work ===&lt;br /&gt;
&lt;br /&gt;
[v22+] Because the average role rating of ~.5 is always achieved, and each aspect (categories such as attributes, traits, skills, preferences) are balanced on a .5 mean as well.  We can target the top 50% of the role rating range by setting only '''Percent Total Jobs''' to 50%.&lt;br /&gt;
&lt;br /&gt;
This has an interesting affect when assigning # of labors per dwarf.&lt;br /&gt;
&lt;br /&gt;
Here is a picture of it in action, with 13 Max jobs per Dwarf, 50 Percent Total Jobs.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Ixwd6vy&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note from SlyrDVS in a pm: I still have to sit down and plan the jobs out again, reoptimize for a new version. As for why I have so many trappers/hunters, they are the firstline defense, they can then later become the army. :P&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
Since I prefer Dwarf Therapist's %'s on calculating my roles to labor mappings via the Labor Optimizer, I found the dynamic ability that autolabor has missing.  So to alleviate this.  I still do my own labor optimizations every few migrant waves; however, I get the advantage of autolabor's hauling behaviour (I believe it doesn't enable hauling on dwarfs that have a labor enabled for queued job).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshops in various mods that train skills that you wish were limited to certain dwarfs, such as dwarfs who have a skill that is to be trained. (ex... train your axedwarf for your militia dwarfs (these would be the dwarfs that would be tagged with the nickname), via the warfare library)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
In this video (http://www.youtube.com/watch?v=gNVci8h1MkY), I actually do this method to assign my militia, but it could be extended for &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
What I do is assign a custom role to something I wish to assign that Dwarf Therapist doesn't currently support (such as assign militia dwarfs via the labor optimizer).  So I use an optimization plan to assign a specific role (such as melee dwarfs) to a meaningless labor, then when the labors are assigned.  I hand assign them inside the Therapist tool to the melee role.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Ratio's &amp;amp; hauling labors can be used to create throughput &amp;quot;levers&amp;quot; to target jobs ==&lt;br /&gt;
&lt;br /&gt;
=== Hauling ===&lt;br /&gt;
&lt;br /&gt;
A player can use hauling as a suppressor on dwarf's productivity.&lt;br /&gt;
&lt;br /&gt;
Generally, assigning hauling tasks to dwarf's who have a lower # of jobs assigned to them than the other dwarf's:&lt;br /&gt;
&lt;br /&gt;
  Achieves the effect of suppressing low % scores to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
=== # of Job's Per Dwarf ===&lt;br /&gt;
&lt;br /&gt;
A player can adjust this value before the optimization plan is ran.  Need more jobs accomplished overall.  Lowering the # when the fortress gets larger allows a player to allow his dwarf's to focus on higher skilled tasks.&lt;br /&gt;
&lt;br /&gt;
=== # of Jobs per Dwarf===&lt;br /&gt;
In Dwarf Therapist, when editing an optimization plan, you can set the # of jobs each dwarf can have up to.&lt;br /&gt;
&lt;br /&gt;
=== % Jobs to Assign===&lt;br /&gt;
When editing an optimization plan, the % of total jobs is the target # that is set.  This % is based on Dwarfs Selected * Jobs per Dwarf, then there is an ~ number representing the results of our rounded ratio:job #'s.&lt;br /&gt;
&lt;br /&gt;
=== Theory of Constraints===&lt;br /&gt;
The concept of lever's is borrowed from business concepts that try to maximize factory output.  They understand that throughput of the factory is affected by variables that you can control, things like hours worked, overtime, etc.  &lt;br /&gt;
&lt;br /&gt;
In our case we can &lt;br /&gt;
&lt;br /&gt;
1: Unassign hauling.&lt;br /&gt;
&lt;br /&gt;
1.a: Threshold to start assigning hauling (editable inside the optimization plan)&lt;br /&gt;
&lt;br /&gt;
2: Assign more labors for a specific labor by increasing it's ratio.&lt;br /&gt;
&lt;br /&gt;
3: Create more workshops that accept said job.&lt;br /&gt;
&lt;br /&gt;
4: Adjust the # of jobs per dwarf.&lt;br /&gt;
&lt;br /&gt;
5: Adjust the % total jobs to assign. &lt;br /&gt;
&lt;br /&gt;
Varying these values can result in higher throughput for a specific job when compared to other jobs.&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194018</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194018"/>
		<updated>2013-11-06T13:46:31Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Undo revision 194017 by Rmblr (talk) --- was just playing with the page rating feature.  I don't presume to rate an article I contributed to heh.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194017</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=194017"/>
		<updated>2013-11-06T13:45:39Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Added quality rating &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:45, 6 November 2013 (UTC)}}&lt;br /&gt;
Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:Resident Mario]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193958</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193958"/>
		<updated>2013-11-05T13:27:43Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Community Submitted Addons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Professions&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B7lZhfwcz0boYUFYRzkxa1Izbzg/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/u/Nameless_Archon /u/Nameless_Archon]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated June, 2013&lt;br /&gt;
These are Nameless Archon's custom professions. He discusses their usage in his [https://www.youtube.com/playlist?list=PLLiFqDG3lSdOyRWlcCLOxGCL4y5nAWNWw tutorial video series].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193957</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193957"/>
		<updated>2013-11-05T13:19:48Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Filter Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=193956</id>
		<title>Template:DTAddon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=193956"/>
		<updated>2013-11-05T13:06:53Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: abort trying to adjust width&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| &lt;br /&gt;
| {{#if:{{{image|}}}|style=&amp;quot;padding: 0.5em 2em 0 0;&amp;quot; valign=&amp;quot;top&amp;quot;|style=&amp;quot;display:none;&amp;quot;}} | {{{image|}}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| &lt;br /&gt;
|- {{#if:{{{download link|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Download:'''&lt;br /&gt;
| {{{download link|}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Type:'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Author:'''&lt;br /&gt;
| {{{author|-}}}&lt;br /&gt;
|- {{#if:{{{current version|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Current Version:'''&lt;br /&gt;
| {{{current version|}}}&lt;br /&gt;
|- {{#if:{{{installation|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Installation:'''&lt;br /&gt;
| {{{installation|}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0 2em;&amp;quot; colspan=&amp;quot;2&amp;quot; | ''{{{comments| }}}''&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
===Copy &amp;amp; Paste Code===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = &lt;br /&gt;
| type            =&lt;br /&gt;
| download link   = &lt;br /&gt;
| author          =  &lt;br /&gt;
| current version = &lt;br /&gt;
| comments        = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=193955</id>
		<title>Template:DTAddon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=193955"/>
		<updated>2013-11-05T13:00:38Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| &lt;br /&gt;
| {{#if:{{{image|}}}|style=&amp;quot;padding: 0.5em 2em 0 0;&amp;quot; valign=&amp;quot;top&amp;quot;|style=&amp;quot;width: 50%;&amp;quot;}} | {{{image|}}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| &lt;br /&gt;
|- {{#if:{{{download link|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Download:'''&lt;br /&gt;
| {{{download link|}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Type:'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Author:'''&lt;br /&gt;
| {{{author|-}}}&lt;br /&gt;
|- {{#if:{{{current version|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Current Version:'''&lt;br /&gt;
| {{{current version|}}}&lt;br /&gt;
|- {{#if:{{{installation|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Installation:'''&lt;br /&gt;
| {{{installation|}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0 2em;&amp;quot; colspan=&amp;quot;2&amp;quot; | ''{{{comments| }}}''&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
===Copy &amp;amp; Paste Code===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = &lt;br /&gt;
| type            =&lt;br /&gt;
| download link   = &lt;br /&gt;
| author          =  &lt;br /&gt;
| current version = &lt;br /&gt;
| comments        = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=193954</id>
		<title>Template:DTAddon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=193954"/>
		<updated>2013-11-05T12:56:20Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: trying to make the image conditional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| &lt;br /&gt;
| {{#if:{{{image|}}}|style=&amp;quot;padding: 0.5em 2em 0 0;&amp;quot; valign=&amp;quot;top&amp;quot;|style=&amp;quot;display:none;&amp;quot;}} | {{{image|}}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| &lt;br /&gt;
|- {{#if:{{{download link|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Download:'''&lt;br /&gt;
| {{{download link|}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Type:'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Author:'''&lt;br /&gt;
| {{{author|-}}}&lt;br /&gt;
|- {{#if:{{{current version|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Current Version:'''&lt;br /&gt;
| {{{current version|}}}&lt;br /&gt;
|- {{#if:{{{installation|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Installation:'''&lt;br /&gt;
| {{{installation|}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0 2em;&amp;quot; colspan=&amp;quot;2&amp;quot; | ''{{{comments| }}}''&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
===Copy &amp;amp; Paste Code===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = &lt;br /&gt;
| type            =&lt;br /&gt;
| download link   = &lt;br /&gt;
| author          =  &lt;br /&gt;
| current version = &lt;br /&gt;
| comments        = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
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		<title>Template:DTAddon</title>
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		<updated>2013-11-05T12:52:24Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| &lt;br /&gt;
| - {{#if:{{{image|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 2em 0 0;&amp;quot; valign=&amp;quot;top&amp;quot; | {{{image|}}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| &lt;br /&gt;
|- {{#if:{{{download link|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Download:'''&lt;br /&gt;
| {{{download link|}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Type:'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Author:'''&lt;br /&gt;
| {{{author|-}}}&lt;br /&gt;
|- {{#if:{{{current version|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Current Version:'''&lt;br /&gt;
| {{{current version|}}}&lt;br /&gt;
|- {{#if:{{{installation|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Installation:'''&lt;br /&gt;
| {{{installation|}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0 2em;&amp;quot; colspan=&amp;quot;2&amp;quot; | ''{{{comments| }}}''&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
===Copy &amp;amp; Paste Code===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = &lt;br /&gt;
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| download link   = &lt;br /&gt;
| author          =  &lt;br /&gt;
| current version = &lt;br /&gt;
| comments        = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=193952</id>
		<title>Template:DTAddon</title>
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		<updated>2013-11-05T12:51:56Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Undo revision 193951 by Rmblr (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| &lt;br /&gt;
| style=&amp;quot;padding: 0.5em 2em 0 0;&amp;quot; valign=&amp;quot;top&amp;quot; | {{{image|}}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| &lt;br /&gt;
|- {{#if:{{{download link|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Download:'''&lt;br /&gt;
| {{{download link|}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Type:'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Author:'''&lt;br /&gt;
| {{{author|-}}}&lt;br /&gt;
|- {{#if:{{{current version|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Current Version:'''&lt;br /&gt;
| {{{current version|}}}&lt;br /&gt;
|- {{#if:{{{installation|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Installation:'''&lt;br /&gt;
| {{{installation|}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0 2em;&amp;quot; colspan=&amp;quot;2&amp;quot; | ''{{{comments| }}}''&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
===Copy &amp;amp; Paste Code===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{DTAddon&lt;br /&gt;
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| current version = &lt;br /&gt;
| comments        = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DTAddon&amp;diff=193951</id>
		<title>Template:DTAddon</title>
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		<updated>2013-11-05T12:49:42Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#if:{| &lt;br /&gt;
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| valign=&amp;quot;top&amp;quot; |}}&lt;br /&gt;
{| &lt;br /&gt;
|- {{#if:{{{download link|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Download:'''&lt;br /&gt;
| {{{download link|}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Type:'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Author:'''&lt;br /&gt;
| {{{author|-}}}&lt;br /&gt;
|- {{#if:{{{current version|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Current Version:'''&lt;br /&gt;
| {{{current version|}}}&lt;br /&gt;
|- {{#if:{{{installation|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;padding-right: 1em;&amp;quot; | '''Installation:'''&lt;br /&gt;
| {{{installation|}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0 2em;&amp;quot; colspan=&amp;quot;2&amp;quot; | ''{{{comments| }}}''&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
===Copy &amp;amp; Paste Code===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = &lt;br /&gt;
| type            =&lt;br /&gt;
| download link   = &lt;br /&gt;
| author          =  &lt;br /&gt;
| current version = &lt;br /&gt;
| comments        = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193950</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193950"/>
		<updated>2013-11-05T12:48:32Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: Thistleknot's Melee and Ranged Roles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193949</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193949"/>
		<updated>2013-11-05T12:35:23Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: /* Slyrdvs's Optimization Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193948</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=193948"/>
		<updated>2013-11-05T12:34:51Z</updated>

		<summary type="html">&lt;p&gt;Rmblr: add slyrdvs opt plan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the years Dwarf Therapist has evolved to boast quite a number of advanced features that streamline the managing of labors in a fort. Most of the power and benefit derived from these features depends on having a good set of roles, professions, optimization plans, and filter scripts.&lt;br /&gt;
&lt;br /&gt;
Please include your additions on this page, including them inline when appropriate or as links to [http://dffd.wimbli.com/ DFFD submissions]. Please refrain from linking to other third-party file hosters unless you can ensure the links will still work years from now.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This page is for splinterz's fork of Dwarf Therapist, as it is the only version that implements many of these features.&lt;br /&gt;
&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On there own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
&lt;br /&gt;
= Community Submitted Addons =&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted:&lt;br /&gt;
SmallTip: When starting with the optimization plan on a new embark, set max jobs to 10. The dorfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dorfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
SmallTip: I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dorfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Advanced Labor View ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar Advanced Labor View.png|256px|link=File:ResMar_Advanced_Labor_View_full.png|click for full view]]&lt;br /&gt;
| type            =  Grid View&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7880 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Aug 05, 2013&lt;br /&gt;
This is a heavily modified version of the &amp;quot;Labors NO SPACERS&amp;quot; view that comes packaged with the program. Useless or never-turned-off labors removed, and columns organized for better readability.}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials/Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== ResMar's Dwarf Therapist User Guide ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| image           = [[Image:ResMar_DT_guide.png|256px|link=http://dffd.wimbli.com/file.php?id=7889]]&lt;br /&gt;
| type            =  Documentation&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=7889 DFFD File]&lt;br /&gt;
| author          = [[User:ResMar]]&lt;br /&gt;
| current version = 20.4&lt;br /&gt;
| comments        = Last Updated Nov 02, 2013&lt;br /&gt;
This is an exceptionally crafted Dwarf Therapist User Guide. On the cover is a picture of a dwarf in virtual leather.&lt;br /&gt;
&lt;br /&gt;
All of the features available in Dwarf Therapist are covered in the guide, which is a hefty 49 pages worth of (I hope) well-illustrated content crafted in LaTeX.&lt;br /&gt;
&lt;br /&gt;
Whether you a new player who wants to learn how to use Dwarf Therapist, or an experienced one who's never explored any of the power features the utility has to offer, this guide will teach you what's what in an intuitive and non-painful manner.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rmblr</name></author>
	</entry>
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